Category Life
Screenshot Saturday 194
Just a quick update this week to confirm that I am in fact alive. The iOS contract game is just about done. I'm pretty happy with it.
Now it's back to work on Lemma:
I'll be running a booth, speaking, and participating in a panel at the Ohio Game Dev Expo next weekend! Come on out and hang with us!
Shaders: How Do They Work?
Yesterday I gave a talk at Dev Workshop Conf introducing the basic concepts of vertex and fragment shaders. Unfortunately I don't have a video, just this one potato picture:
It's probably for the best, because Chrome locked up on me halfway through. The slide deck is pretty cool though. It includes over 20 interactive WebGL samples, complete with source code. Check it out and let me know what you think!
Screenshot Saturday 190
Well friends, Lemma is still on pause while I do some contract work. I also have only a few slides done for my shader presentation next week. This whole month is crazy. But I thought I'd hijack this dev blog to show you the game I'm working on, because it's starting to look kinda cool!
It's a top-down iOS survival shooter designed as a sort of franchise tie-in. The budget is pretty low so most of the assets are pulled from the Unity asset store. I've only done a few models myself, mostly just weapons.
Screenshot Saturday 188
I'm taking September off to work for some clients, so Lemma is temporarily on the back-burner.
HOWEVER. Wednesday night a certain something arrived in the mail.
I immediately tried it out with Half-Life 2 and was shocked at the massive improvement over DK1. I was so impressed that I've spent pretty much every waking minute since then trying to get it working in Lemma.
Current status? It's very, very close. The VR itself is 100% functional now, I just need to make some UI tweaks. The Oculus SDK makes an incredibly difficult thing as simple as it possibly can be. For Unity users it's almost plug and play, but because I'm still stuck in 2008 with XNA I had to rip out the Unity plugin and hook it up on my own (similar to what I did for Wwise). I discovered that it's very easy to get a somewhat passable result that's actually incorrect. You have to learn about crazy things like chromatic aberration and time warping to get the best result.
Anecdotes ahoy
A smorgasbord of anecdotes carefully compiled just for you, dear reader. This is #2 in a series of three posts which were originally one, before I decided I just had too dang much to say.
OpenStack
I spent a few weeks at work building a fully operational death star OpenStack cluster. What does that mean? Basically, we have our own little private version of Amazon Web Services. We can create virtual machines, virtual hard drives, even virtual IP addresses, all with just a few clicks. It also includes an S3-alike called Swift.
Digital art, Facebook 3D Graph Explorer, and more Project Lemma
My last two posts focused on general game development topics, but no longer. It's the end of the year, time to look back and review before looking forward to the new year!
Digital Art
First off, some fun diversions. In my pursuit of an art minor at Ohio State, I took a digital art class autumn quarter. The instructor let me use software I was already familiar with, so I didn't learn much. But the class gave me the motivation to plonck my butt down and make some art, which is all I really wanted.
Game dev job, Macs, and re-focusing my project
Apologies for the lack of Parkour Ninja updates. I do have fresh info about it somewhere in this post. But first! A list of potentially interesting goings-on of late:
- School's out for summer! And I'm one year closer to a Computer Science & Engineering undergrad degree from Ohio State. I'll graduate in about a year and a half, right around my 21st birthday actually. I haven't the foggiest idea what to do after that. I'm looking at grad school, but I've heard it's not as important for CS people.
- I got a job making iPhone games! I'm working for a small studio in Columbus with three other interns. The original plan was to have the four of us collaborate on a single game, but now they've given us each a separate project (at various stages of development) to work on. I wish they had kept us together because a) I doubt we'll finish all the games now, and b) I need experience collaborating on a game instead of my usual lone wolf habits; I was hoping this job would put me out of my comfort zone a little. On the other hand, where else would I got almost full control over every aspect of a professional title? That's pretty cool.
- On a random note, I'm getting into shooting this summer. After a few more weeks of saving up I plan to buy an assault rifle (still researching what to buy there) but until then my buddy is lending me his AR-15 for the summer. :)


