Monday, November 29, 2010

Sea of Chaos

Its been a long time (almost 9 months!) and life has been pretty crazy.  Since March I have been working At DoubleTap Games on a game that just came out today.  It was a wild ride and I grew so much from it.  The game may not be my cup of tea, but I am proud of what we were able to accomplish with the small amount of time and resources we had.  That game was "Deadliest Catch: Sea of Chaos".

The game released today for PS3, XBOX 360 and Wii.  Our studio developed the game for all three consoles at the same time.  We also did most of the tech for the platforms ourself, so I got to play with all three at a low level.  Since this was a three console release with a small team (less than ten people on average) and an 8 month development cycle you can imagine that it was kinda crazy.  Nine months of radio silence should tell you something :-D.

Towards the end I was bouncing from issue to issue across three different platforms so my station started to look like Megadesk.


Wednesday, March 17, 2010

New Job! Barely any time to post!

Oh man. So I finally landed a full time gig in the Boston area. You are looking at the newest programmer for DoubleTap Games. Today was my third day and I love it. Looks likes I'll have the opportunity to work on some pretty cool things.

For the past nine months I have been trying to get a job in the Boston area. Me and the wife took a chance and decided to move here and tough it out. It wasn't too tough though. I was lucky enough to have steady income from doing off-site work for a couple companies I had connections with. After forty two applications one finally landed me a solid interview.

So if you are looking for a job somewhere you want to be for awhile, don't give up. It may take awhile, but persistence is key. If you don't put yourself out there then you are not allowing yourself to get lucky.

It has been quiet around the ol' blog lately due to work picking up and trying to find a job. Assume that it will be the same for a bit. There are a bunch of drafts I want to flesh out, but they will have to wait. I'll be back.

Thursday, February 4, 2010

Global Game Jam 2010 : Pigmalion

In case you didn't know a cool thing happened over the weekend.  A bunch of people from around the world made a bunch of games.  I missed the first time this happened last year, but this year I vowed to not miss out.  In roughly twenty eight hours me and five other hansom fellas (who I've never met) made a game.  For my first "game jam" I'd say it went pretty well.

Thursday, January 14, 2010

College Chronicles Part 4: Asteroids Evolution

Immediately after finishing Katamari Arkanoids I started work on the next assigned project in my class.  This game was made in the same class as Katamari Arkanoids, Structures of Game Design (SGD), while attending Full Sail University.  Everyone was assigned to make an Asteroids inspired game.  This meant you could make any game that had something player-controlled that shot bullets.

Making a traditional Asteroids game was something I always wanted to do.  The big reason why was because it was my Dad's favorite game.  I figured since my Mom and Dad were paying for all of this school that I should make something for them (sorry Mom).  Because of all of this I chose to make a traditional asteroids game...with a few twists.  Check it!

Friday, January 8, 2010

College Chronicles Part 3: Katamari Arkanoids

Only two months after Extreme Pong 2 I got to a class called Structures of Game Design (SGD).  In this two month class we got a crash course in designing games from the ground up.  We learned about breaking things down into easily maintainable features that we could use to mark progress.  We also learned a bit about taking all the things we had learned so far in the program and applying it to a game.  This included using DirectX (previous class), vector math, using data to drive your game, and many other techniques and technologies.

Everyone in the class was tasked with a project for the first month.  This was to make an Arkanoids/Breakout type game using the material that was taught in class.  At the time I could tell that Toni (my girlfriend at the time, now wife) was getting a bit frustrated with my amount of free time (which was zero).  I knew it was only going to get worse so I wanted to get her involved so I could spend more time with her.  I am no game designer by any means, but I can roll with ideas.

I explained the project and asked her how I could make something she would like to play.  She simply said, "Just make Katamari", which I think was a joke (we had been playing it a bit at the time).  That peaked my interest, and this is what came out of it: