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Showing posts from March, 2016

Spring Break Game Jam

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A game jam is a gathering of game developers for the purpose of planning, designing, and creating one or more games within a short span of time, usually ranging between 24 and 72 hours. Game developers are generally made up of programmers, game designers, artists, and others in game development-related fields. So spring is here and some of the guys the wanted to work on the game before we show it off at midwest gaming classic. Our main concern was getting the player models and animations working and the build. one of the good things about this game jam was not taking an hour with ceremony like standups which usually happens every class time. another good thing was the use of technology for communication even though most the team did not attend this jam I was able to communicate with them real time with Google Hangouts. using the screen share component of Hangouts I was able to see what my peers was working on and vice versa.getting that real time feedback from your peers even if ...

On the Level Team

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For this sprint I join up with level team who just lost an artist, he resigned. one of the design guys had a level terrain made before the sprint started. all that was needed was to be imported in unity, easy right? I'm afraid not, not only I had trouble importing it in unity but it kept crashing on me.  I had came to a conclusion that his terrain was too high of polys. so I had to import into 3ds max to reduce some polys. two million, yes two million was the number of polygons on his mesh. i had a few solutions to reduce count. first one was to manually remove edges and verts that was a no go. another  way was to use the pro optimizer modifier which works.

Shaders

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Before spring break our instructor introduce us to shaders. so during the spring break i've playing around with shaders looking at other shaders. one in particular that caught my attention is  no GPU tessellation, displacement in the vertex modifier and shaders with DX11 and or OpenGL core tessellation.

Animating Basic movement for melee

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Animating basic movements for a melee player can seem simple because it no complex parts. Technological limitations further challenge this process, such as an engine's frame-rate. The anticipations in video game animations could be just a few frames, if the frame rate is low and those few frames are skipped, then the player will not see the anticipation at all, which lessens the impact and believability of the animation. This can be overcome by creative planning, and the abbreviation of movements. a preview of the ready idle animation

Planning the animation for the Rocketman

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After the characters were finalized it was time to plan out the animations. I was tasked with doing the the basic movements for the rocketman in addition most of the art guys took reference pics and videos of some idle poses and attack for the spear weapon.