Tag: job

Keeping the streak going

I should go into the archives to see if this is true, but I’m pretty sure this blog has had one post a month since its inception. I have nothing much to talk about this month, but by Reorx’s beard I am not breaking the streak now!

As one bit of semi-noteworthy news, I’m attending MIT Reality Hack next month. Never been to this event before, hope it’s interesting.

Game development quotes

Years ago I wrote down in my notes a great quote about game development. It was something said by Jerry Holkins, one of the co-creators of the comic, back when the first Penny Arcade game was coming out. The quote was great and that’s why I noted it down, but like a dummy I didn’t keep the source where I saw it. Well with the help of people online, I finally tracked it down!

Here’s a photo of the article (or rather, his sidebar to a longer article) in the August 2008 edition of Game Developer magazine:

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Terrain from a Convex Hull and Triplanar Mapping

As I pointed out last month, I’m putting my personal projects on a hiatus for a while. Instead, I’m going to talk a bit about interesting game dev and graphics stuff that’s come up at work. Naturally I can’t blab too many details about our internal projects at PEAK6, but I do want to point out some of the publicly available technologies and/or resources.

The project I’m currently working on has involved a witch’s brew of proc gen techniques. I want to focus on two in particular: convex hulls, and triplanar mapping.

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Slow month, little to report

I didn’t really do anything for my personal projects this month, and in fact I may be taking a hiatus from working on them for a while. As mentioned a couple posts ago, I just started a new job that I’m pretty busy with, not to mention I just had a second baby (which obviously is also keeping me pretty busy!)

Just so this update has one pretty picture, here’s a smoke effect I created at work. This was supposed to just be some programmer art for testing, but turned out unexpectedly good:

smoke

Ch-ch-ch-changes

Merry day-after-Christmas! There’s not a ton in this update, and I’m more or less continuing the theme of last month’s update:┬áregrouping and setting up my next projects.

Unexpectedly, I seem to be onto yet another new project. I was really intending to get back to my turn-based dungeon crawler (really) but an opportunity came up that I’m jumping on. Specifically, I got to talking with a development partner for some projects we are both interested in working on, so yeah I’m doing that now. Good development partners are hard to find, and while I only just met this guy he seems promising, so I’m giving this the ol’ college try.

Basically, he was asking some questions on reddit about how to go about cloning Car Thief. Well as it happens, I’d been considering a series of lightweight management sims like that. I’m a fan of games like Drugwars and Urban Dead, so those seemed like a good way to make some ad-supported games on mobile. Long story short, that conversation turned into an offer of partnership.

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A new beginning…

Okay so this is a sort of cryptic title. It refers to the fact that I just started a new job! Working at Synapse Games was awesome, but I’d been there a long time and felt like it was time to move on, so last Monday was my first day at InContext Solutions.

Anyway, despite the whole changing-jobs thing keeping me rather busy, I’ve made decent progress on my first-person rpg. I implemented the code foundation for my game, including generating random dungeon mazes:

Screen Shot 2017-09-26 at 7.55.12 PM

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