Showing posts with label Game Development. Show all posts
Showing posts with label Game Development. Show all posts

Saturday, January 8, 2011

New Years Resolution - Stop Playing, Start Making

Last year was all about learning lots of skills that my new job required.  Lets check out a brief bulleted list of what went down:
  • Learned a bunch of misc. XBOX360, Wii and PS3 platform tech
  • Worked on a game with an external publisher pulling the strings
  • Developed some applications/games utilizing AS3, PHP, Java EE, and other web buzz words
  • Did some Facebook app development (still doing some of this at work)
  • Worked on an iDevice game that got released
  • Participated in my first Global Game Jam
  • Started working on a secret project for a cool platform
From reviewing what I've done over the past year it is easy to come to the conclusion that everything really was driven by what needed to get done at my day job.  I put all my creative energy into my day job.  When I had free time I would use it on spending time with friends and family and/or playing video games... and researching tech for my day job :-D.

It was still very rewarded and I feel I've grown in my craft from it, but something has been missing.  I still plan on putting as much energy into my day job as last year, but something needs to change.  I really miss working on my own projects.  I haven't really created something that wasn't driven by a publisher, customer, or a boss in three years (since college).  I've started hobbyist projects, but they never make it past the early stages.  That's kind of sad and I'd like this year to be different.

I've been thinking about it for a long time and I'm going to try something that I still think is kind of crazy...

I will not play video games for a year.

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.

MEGADESK!

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:

Tuesday, December 15, 2009

College Chronicles Part 2: Extreme Pong 2

Two months after I made the first Extreme Pong I got to Windows Programming at Full Sail University.  In this two month class I learned my way around the Windows API.  GDI, string tables, resource files, icons, windows and the list goes on.  During the first month of the class we were tasked with taking the knowledge we learned and applying it to a simple pong game outside of class.  Since I already made a pong game at the point I decided a sequel was in order.  Extreme Pong II was it.

Saturday, December 12, 2009

YouTube Channel is Live

I finally took the time to create a YouTube Channel.  I will be using it to host video of the projects I've done in the past.  Since most of the games I've made in the past are either on Windows or Linux I don't want your system to keep you from at least being able to witness them.  I also want to be able to show more then screen shots of the games I may not be allowed to release source or even an executable form of.  Not to mention people that don't like downloading things can now enjoy my games.  All that is up right now is Extreme Pong, but expect a video to go up along side all future project posts.  I have also provided a few links to it along the side bar.  Check it!

YouTube Channel

Monday, December 7, 2009

College Chronicles Part 1: Extreme Pong

Okay I've been doing this little shindig for awhile and its time to switch it up a bit.  I recently read a friend's blog which had a number of posts of the things he did in college.  That got me thinking that it is about time I take you through the programming history of Aaron (me).

The time stamp for one of the files in this game is January 15th, 2006.  WOW, has it really been that long?  I do recall working on it through Christmas.  Four years ago I was attending Full Sail University and was in my third month of C++ programming.  This was the last month of nose-to-the-books C++ learning before we moved on to other areas of C++ (like using it with OpenGL, DirectX, Lua, etc.).

Durring the last month of the course there was an optional assignment to use your current knowledge (2 months of C++ basics) to create a game to show off to the class (aka rub in their faces).  Since it was my goal to squeeze as much learning out of the 80k school cost as I could, I couldn't pass up the opportunity (plus I got to rub it in people's faces).
So here it is in all its glory:

Saturday, November 28, 2009

New Job! Two Week Notice Reflection

My first week at my new game dev gig is coming to an end and I just wanted to reflect a bit.  For those who do not know I have moved on to newer and more interesting work (in my opinion).  This means I have been busy resolving loose ends at the old job and prepping for the new (reason why little to no content is being posted).  The new job is great, really can't talk too much about what I'm doing specifically (at least I am not sure I should), If you really care just ask me in real life or something.

This was my first game dev job change so I wanted to take a bit to reflect on the transition.  The last three weeks have been rather interesting.  When you give your two weeks at a job it is kind of a big deal and I didn't want to screw it up.  Burning bridges was part of it, but it was mostly because I honestly loved the job and didn't want to be that guy.  I don't think anyone really wants to be that guy.

Friday, October 30, 2009

Dev Diary: Flash Business

Since starting my flash game at the begining of this week I have been doing a lot of research on how to properly deploy it.  In the process I learned way more then expected.  At first the goal was to find an easy way to distribute the game properly and see what I could bring in from MochiAds.  Little did I know the options that were out there.

Let me take you step by step through my journey (for those of you not interested in my journey you can find all the useful Flash business links below).

Tuesday, October 27, 2009

Dev Diary: Game Logo Has Begun Production

I've done a lot of thinking over the weekend.  Me and the Mrs. spent the weekend together exploring the city of Boston some more.  Long story short she got her hair did, we saw the blue man group and I got inspired.  It has always been a dream of mine to make a flash game, that time has come.

Thursday, October 22, 2009

Game Dev Management Tips: Delegation

I wanted to do another Management focused post so here is another tip (also check out my first post).  Delegation!  If you are new to management and are promoted up to a lead position from being a worker (programmer or whatever) this concept can be hard to put into practice.  Usually the scenario is as follows.  You are a stellar developer and your development manager notices (with a bit of pointing out to some extent :-) ) and they need to fill a spot.  You want the experience and happily accept.

You may should fully understand that those you manage need to be utilized to 100% efficiency and through proper delegation this may be attempted.  The problem is you are so used to being that guy that gets to solve the big/cool problems it can be hard.  Not to mention you loved what you were doing before (that is why you did it so well) so letting go is something you need to come to terms with.

Saturday, October 10, 2009

Rage: Warnings Do Not Stop Me

For an explanation of what a rage is please see the first Rage post. If you do not mind learning as you go then just continue.

Beef:
Warnings do not stop me! Some may think that is a pretty bad ass statement. Someone who lives by that mantra may see a traffic light turn yellow and gun it. They may also be told "NO" when advancing on a woman/man, but still go in for the smooch. Pure bad assess, that is until they get hit by oncoming traffic or slapped and issued a restraining order.

Tuesday, September 1, 2009

Beer of the Moment: Blackberry Witbier

Intro
Okay I'm getting burnt out with the technical writing. What better way to recover then with a refreshing beer. Every month I will mix things up with a quick post about the current brew that I have in the fridge. You may be asking, "What does this have to do with Game Development?" For some it may have nothing to do with it(sorry guys/gals), but for others it is a huge part.

Monday, August 24, 2009

Rage: Do not recreate what is right under your nose

So I thought it would be great to express some of the things that I constantly complain about to my co-workers and friends. I usually keep my "Rages" private, but it is time to let the world have a piece. Since I rage quiet a bit, I figure I will hold myself to a monthly outlet.

Monday, August 17, 2009

Game Dev Management Tips: The Power of the "One On One"

Before I tell you what I think about One on Ones I would like to give you some background on myself so you know where I'm coming from. The past year or so I was the lead of game development for the company I work for. I directly managed the development of eight game programmers and worked with all the other departments to get the job done. In addition to that experience I have had formal training from the American Management Association (AMA) and have used the resources over at http://www.manager-tools.com (which I highly recommend you check out if you are interested in that kind of thing).

Saturday, August 8, 2009

Ways to Port Other Company's Games

To explain the title a bit more, this post will be specifically focused on a Bad, Good, and an Interesting way (that is also good) that I've experienced when porting other company's games. I have also found it hard to find information online about this topic and that has always frustrated me.