Monday, September 17, 2012

In Case you Missed it

I am now on the board of directors for the Boston IGDA Chapter (Boston Post Mortem).  Thanks to everyone who voted. Stay tuned for more developments!

Wednesday, August 29, 2012

Vote Melcher for BPM Board

Hello there,

I am running for a spot on the Boston Post Mortem(BPM)/IGDA Boston Chapter Board of Directors. Vote for me kthxbi. Seriously though folks, if you are interested in having an engineer providing input towards BPM monthly meeting content then please consider me. For my complete statement follow the link:
http://www.bostonpostmortem.org/2012/08/29/igda-boston-board-of-director-elections-2012-candidates/

One of the main reasons I threw my hat into the ring is because of the absence of a game programmer's perspective on the board.  So take a look around and make your own decision.

So you want to vote?  Follow these steps:

If already an IGDA Member with your chapter set to Boston:
1. Check email
2. Vote via email

If not an IGDA Member with chapter set to Boston (didn't get a vote email already):
1. Be a IGDA Member - http://www.igda.org/
2. Set your chapter to Boston -You can designate your chapter by going to https://members.igda.org/login/ and signing in with your member login. Then navigate to Profile -> Update Profile -> Choose IGDA Chapter drop down and select Boston.
3. Shoot dan@bostonpostmortem.org an email asking for a voting form
4. VOTE! ...phew.

That is it, happy voting!

Sunday, January 15, 2012

College Chronicles Part 5: Veiri

This post is about the fifth game I made while in college. To see the other posts just check out the section on the side titled "College Game Archive". I'm going to keep these final chronicles much more brief so that I actually complete them (and lets be honest, what do you care :-P).

We've now reached essentially the middle of my time at Full Sail University. I believe the class was Structures of Game Production (SGP) and at the time it was taught by Dustin Clingman who was backed up by Keyvan Acosta. In this class we were taught how to organize, schedule and execute a game project with a team of around four programmers. We could also make asset requests to a team of paid artists, but most of us just stole classic game sprite sheets because we were stupid/anti-social. Everyone on the team assumed some sort of role and worked on a game for two months.