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slayemin's Journal



First investor pitch result: mediocre

Posted by slayemin, 22 April 2015 · 0 views
Business, finance, game dev and 3 more...
Alright, I did my first ever pitch to a large group of investors last night. I gave a two minute pitch to a room of 150 people.

I fucked it up.

My rehearsed pitch was three and a half minutes long. I had two minutes. I wasn't going to care about going over time, but then I did when I got up there. That was my first mistake. I should have said, "fuck it,...


VR and Leap Motion: Early lessons learned

Posted by slayemin, 10 April 2015 · 0 views

Leap Motion:
This is actually really finicky to get working properly with UE4. I don't know what exactly the issue is, but I'm experiencing some pretty big latency between my hand gestures and the device response.

Issues so far:
USB Speeds: I was using the USB port on my computers front panel display. I guess it is slower since its being reported as g...


Oculus Rift and Leap Motion arrived!

Posted by slayemin, 08 April 2015 · 0 views
Virtual Reality, Oculus Rift and 3 more...
I got an Oculus Rift DK2 and a Leap Motion gesture recognition device yesterday! I really wanted to play with it all day, but I had to present our game and game company in front of a 20 person panel. The hope is to get some advice and investors to become involved with our project.

The format is pretty simple: I had to give a five minute powerpoint presen...


April 1st: VR pivot

Posted by slayemin, 01 April 2015 · 0 views

I had a hard time falling asleep last night due to my excitement.

Yesterday I decided to take the big plunge and take a massive risk by deciding to build a Virtual Reality game. It's a bit of a direction change for us, but in our day to day operations, it doesn't have a huge change yet. We're still building the same game, and the production workflow has...


Game Production Update: Jan - Mar 2015

Posted by slayemin, 26 March 2015 · 0 views

A lot has been happening in the last few months and I've been procrastinating on writing this journal entry.

Game Summary:
The currently untitled PC game is a 4X turn based fantasy strategy game where you have to grow an empire by capturing nearby territories and competing against rival factions. You can hire wizards to lead your armies and capture terr...


Magic Game Update - December 2014

Posted by slayemin, 17 December 2014 · 964 views

The source of my stress stems from money issues. I had this idea that I would invest all of my savings in the stock market and then operate my business off of the interest of the investments. Great idea, in theory, but it assumes that your stocks are going to be worth more rather than less. In my case, I've lost a ton of money. That has changed how "relax...


Month 5: Radical refocusing in game design scope

Posted by slayemin, 26 November 2014 · 778 views

Alright, I have some bad news.

In light of last weeks realization about what a "prototype" should look like and what my existing "prototype" was (a pretty tech demo with game elements), I decided to readjust radically on how I prototyped my game. Let's reflect for a moment on the past: I've been working on building a prototype of my game in C# and XNA fo...


Stress and production

Posted by slayemin, 17 November 2014 · 1,404 views

I'm feeling the stress of financial pressure right now. My face is a bit scrunched in deep concern right now. Where is this coming from?

I'm looking at my total savings and have calculated a monthly "burn rate", which is how fast I am consuming my cash per month. I need to assume that my project isn't going to succeed and have a little bit of cash left o...


Screenshot of my game engines sloppy particle system

Posted by slayemin, 05 November 2014 · 477 views

I know it's a complete waste of time since Unreal Engine 4 will do all of this for me, but I really wanted to implement my own particle engine. It only took me two days to implement since my rendering engine already renders point sprites super efficiently. Here is a screen shot of a bunch of meteors falling to earth from space.



I did a bit of online...


Over-architecting is a form of premature optimization.

Posted by slayemin, 23 October 2014 · 724 views

Something I learned today: Over-architecting is a form of premature optimization.

"Uh, what exactly do you mean by that?"

If you've got a fixed use case to build something, you don't need to make a generalized implementation. Just build the dirty implementation with hard coded variables and values first. First, make it work. IFF you need more flexibilit...






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