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Friday, January 1, 2010

Website Remodel


Growing up
From the beginning, I realized that reading white text on a black background leads to bleeding eyeballs... But what can I say, I couldn't resist the sexy black & red color scheme :) In an attempt to redeem myself I've made some changes to the site's appearance. Enjoy!

/* Note: Post is a bit late. Whoops! */

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Wednesday, December 9, 2009

Tutorials in Prezi


Unity Tutorials in Prezi

So my buddy David Bull introduced me to a new presentation program called Prezi, and it's really fueled my desire to communicate with people (with shiny visual aids, of course). I'm pretty short on time these days so I'll leave you to explore on your own - I'll have the tutorials in my portfolio soon.

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Monday, November 16, 2009

Island Game: Update 01


Short and sweet.

New Features:
-Coconut Physics
-Level design progress
-Lockheed Electra ;)
-Temp sand texture
-Dodo spheres!

Obvious flaws:
-Multiple input error. Cannot walk forward, hold kick, and turn left at the same time
-It's still not a game...

On the Way:
-Optimization. Need it bad.
-Gameplay
-Menu Screen
-Style
-Cutscenes? Hopefully?

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Sunday, November 15, 2009

Unite 09


This post took far too long to show up, but... better late than never right? Oct 27-30 was the third Unity conference here in San Francisco, and I was lucky enough to be able to attend! I learned a boatload about my favorite game development tool, made incredible new friends, partied like crazy with them, and gathered some of the most powerful motivation since... ever! It was one of the most amazing weeks of my life.

I'll try to keep this brief, and sum up what the conference really meant to me (because to try and tell the whole story in a blog post would be like... int pi = 3.14159265. explicit conversion error). Everything Unity does opens up game development to the little people. Flash web games have been around for what seems like forever, but let's be honest, no one really took them seriously. But now we have the chance to make professional level games... with very amateur level resources. This is a beautiful opportunity for me: a chance to make real, playable games just a year into pursuing my game design career. I intend to take full advantage of everything Unity gives me. I've rediscovered my love for coding, and I've been reminded that now is my time to push myself, learn new things, and have fun while doing it. 

I'd also like to give a shout out to all of the awesome people I got to meet and spend time with that week, Derek & Sean at WishB, Tom, Mircea &
Jeff from Unity, Mauricio, Paul, Amilton, and so many more. You're all spectacular professionals, and you all know how to have a great time :) I'm honored to have had the privilege.




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Tuesday, November 3, 2009

'Island Game' Pre-Alpha


Pre-Alpha Release!!

I say that so I sound cool and like an actual game developer. This is the first legitimate Unity build of the island game.
These are the controls:
-Arrow keys to move
-Left ctrl to run (extra fast for testing purposes)
-Space to kick

Go play! Then come back and read.

Here are the highlights:
-The island is explorable! Yay!
-Animation is in place (Needs so much work though, spent 5 min on it)
-Awesome music by Arthur Ramazanov
-Ambient sound effects functional
-One kickable coconut tree! Yay again!

Here is the much larger list of things that need improvement or work in general:
-First and foremost, the file is huge. 12.42 Mb. To give you some comparison, Unity game Lego Star Wars Quest for R2D2 by Three Melons, a full length web game, is 11.5 Mb total. My new buddy Pato Jutard, Technology Orchestrator at Three Melons, gave us an awesome presentation on the optimization of that game though, so there is hope. I'll need to put a lot of my future efforts toward minimizing asset use.
-Animation fits in both. I realize it's terrible. Give me some slack. 5 min.
-Needs more level design.
-Possible bug? When running in tight circles, there's some sort of jittery lag... Need to look into it. Thanks to Mike for play testing and finding that :)

And here are the things on the way:
-More scenery, interactive objects
-Kickable object physics

-Further development of all assets
-Boss battle. Thanks to Mircea for the coding tips :)

-Cutscenes
-Dodos.
-And much much more. Stay tuned!

To all of you who read through all that, I appreciate it :) I'd mostly like to keep this stuff around to look back on when we're done with the game, but it's awesome to have you guys to show stuff to. Keeps me motivated. I'd love to hear questions, comments, suggestions... If you see something I should know about, or just a new perspective to offer, comment like crazy! Thanks guys :)

/*Personal notes: Pay attention to animation transitions when finalizing... Wonky (inconsistent) when returning from run to walk and idle. Walking backwards seems to fix the issue...? */


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Wednesday, September 16, 2009

Robot Dog Progress Showcase

Robot Dog (not really robotic yet)
3hrs
672 Polys
1310 Tris

/* Notes: This fella will be the playable character of the solo game I'm currently working on. I want him to exude strength and stability, but he should also be lovable. He is a caretaker. He'll need to be expressive, but within his limits of robotic movement and gesture. Finding the right balance of organic and robotic design elements will be crucial... and slightly difficult for me. 

Structure changes for upcoming progress updates should include:
-Major revisions to the general shape of the head and neck (he kind of looks like a mule from the front... something from Viva Pinata maybe... Not ok)
-A closer look at how the back legs of a dog are actually shaped. His are pretty chunky, and oddly angled.
-Addition of purposeful design to points such as the eyes, nose, jaw, ears, tail, joints.

My thanks to Micah Moore, my new Maya teacher for this semester, for his already helpful advice. I'll be designing Robot Dog throughout his class, so his input will likely have a pretty big influence on the game's feel. */

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Sunday, September 6, 2009

For Good Measure

 
 The Website needed a little more shotgun.
 And just for fun, some AK too:
 
 This is how we play where I come from :)

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Saturday, September 5, 2009

Movie Review: Gamer

So I just saw the movie Gamer, and I have to admit it was fun. I'm no film critic, and I have pretty low entertainment standards when it comes to movies (I own and enjoy Into the Blue), but I feel obligated to throw my thoughts up on the blog due to the related theme. First of all I'd like to note that although it is indeed titled 'Gamer' this movie was not made by gamers, anyone who actually knows a gamer, or anyone who cares about what gamers would like to see in a movie. There was a dissapointing lack of inside jokes, exclusive lingo, jackass comaradarie, or anything else that the gamer community thrives on. They did try a couple times - there was useage of the words 'teabag' and 'frag' - but it was pretty desperate. Which leads me to what the movie really was: a political statement on society and it's perverted pursuit of entertainment.

I don't think they were trying to attack video games in particular with the movie (or at least I prefer not to think so), but rather the general trend in popular entertainment toward 'reality' media, and the pleasure society seems to take in watching other people be glorified, challenged, humiliated or degraded. The argument was that people will go to any lengths to control others or give up control. We should all stand up for 'humanity', preserve our morality and sensibility as upstanding citizens, blah blah blah. I get it. Don't find joy in seeing real people demoralized or killed. (But by the way the government IS ok with it.)

As dramatic and political as they made it, there's definitely plenty to think about in their story. After all, millions of people (myself included) who play CoD4 and Halo play against other people, real people, slaughtering them by the dozens and then humping their dead bodies. Represented with polygons or no, isn't that wrong? Shouldn't our morals say that it is bad? Honestly I had to contemplate my answer  for a long time, and I'm not even sure what I have to say is a solid retort, but here it is.

I am not a gamer because I want to see the death of others. I am a gamer because I enjoy victory, and glory, and that feeling of pure mutual awesome when my Dad gets 23 wingman medals for every one of my kills with the Puma (lol). It really is just a game, and at least personally I do not associate it with murder or death. Maybe a little domination and superiority, but what's a little ego boost now and again? I can't speak for the entire world of gamers when I say this. And I can't argue that playing Halo is morally defensible. But art life, life art. Games, like movies, books, and paintings, no matter what their subject, are defined and created from existing ideas. Given power by their audience, they may gain influence, but it all must stem from people and their ideas. As a game designer, I will have to accept that my games may eventually influence the way some people think. Following my beliefs, I will avoid gameplay involving violence or subversion of other people. But I'm still gonna play Halo.

Regardless of all this deep psychological contemplation, I really did enjoy the movie. I like explosions, awesome music in surround sound, firefights, futuristic gaming platforms, and Gerard Butler kicking ass as much as the next girl. The acting was sweet, the visual effects were intense and actually well tuned to the style of the games they portrayed. Did I mention that Gerard Butler kicks some serious ass? A little bit of Sparta made the movie totally worth it :)

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Monday, August 31, 2009

Game Review: Tag

Don't judge a game by it's cover... That being said, Tag is a pretty nifty game. It was made by a four student team at DigiPen Institute of technology and was included in the Indie Games Festival at the 2009 GDC. That right there is quite an accomplishment. Not to mention they had to create the engine themselves - everything was done in C++. I've programmed in C++ before... Even 2D dynamics are hard to grasp in such a stark code environment. The game is physics based with paint being the main mechanic. There are three colors, each with a different effect when you step on them. Green paint makes you jump, red paint makes you speed up, and blue paint makes you stick to a surface. It's an impressively creative idea, and they pulled it off with technical near-perfection. The visual presentation could be a little more intentional... And the actual feel of playing the game is a bit reminiscent of GoldenEye's slippery 20th century physics. But the premise is solid, and I think if you gave these kids a design team and a publisher they'd have a DLC sensation on their hands.




"It was a design choice for us to go with the art style, but even if it wasn't we really couldn't pull off a more realistic looking art style; we're mainly four programmers! We can do boxes really well, but anything apart from that is kind of not cool" says Tejeev Kohli, the engine programmer and spokesman for the team. And on the color scheme, every color in the game world is useable, not unlike Mirror's Edge, therefore the grayscale environment is implemented to clearly differentiate between interactive areas and backdrops. I'd like to say here that I was not at all a fan of Mirror's Edge... or its visual design choices. But I do agree that there is beauty in simplicity, and if they actually put some work into designing the look (or signed on an artist to do it for them) I think it could be pretty intriguing. I am sad to say that there is a token female standing in front of the 4-man team in the interview who was responsible for the cover art and 'some textures' - if she was their visual guru why didn't she speak up and get some cool stuff going? Oh well. I shouldn't judge.


YouTube video here includes game footage and an interview with the team at 5:40.



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Friday, August 28, 2009

The Newest Model: Lil Fuzzy Dude

 
 Concept for the newest character. His requirements were that he were little and fuzzy and a male creature. Hence his name in all files to date: LilFuzzyDude

  
LilFuzzyDude in snazzy 3D
3hrs
1018 Polys

  
 Ellie, no longer horribly sunburned. Textured in a style after JM's design of Main Character, seen below

 
JM's impressive work on the playable character and some environment modeling


So I think it's time to explain why I'm modeling a naked chick. In case any of you were nervously wondering. JM and I are planning on entering the Indie Games Challenge sponsored by GameStop, the GuildHall at SMU, and the Academy of Interactive Arthttp://www.deciel.net/s and Sciences. (And no. I do not attend either of those schools. Maybe I should? Last time I entered something awesome to a contest sponsored by MY school, we spent several weeks waiting and pestering the organizers of said contest as to what was going on, with no response. Absolutely. None. But anyway.) The game is set on an island in the Bermuda Triangle, there is a dude, a chick, and a smallish saber-toothed tiger... thing. That's all you get for now. If you're as excited as we are about this, stay tuned to both of our blogs!

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