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The Realm of Trial



Episode One

  Posted by , 01 December 2015 - - - - - - · 95 views

The last few years have been trying for various reasons, and it seems that other things in life have demanded my attention more and more. This is fine as life is known to do, it changes, but when we cease to change with it, we become stagnant and static, which eventually leads to lack of … <a href="http://www.decipherone.com/news/2015/12/01/202/" class="more-link">Continue reading <span class="screen-reader-text">Episode One</span> <span class="meta-nav">→</span></a>


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Negative feedback loops and the bastion of serenity.

  Posted by , 15 September 2015 - - - - - - · 105 views

I really haven’t been writing very much over the last few years. Well, except for code/documentation/tickets , but that’a not the type of writing that I am referring to. I suppose I simply haven’t taken the time to do so, which I’ve felt I have been missing for some time. This has been in part … <a href="http://www.decipherone.com/everyonewantsalog/2015/09/15/negative-feedback-loops-and-the-bastion-of-serenity/" class="more-link">Continue reading <span class="screen-reader-text">Negative feedback loops and the bastion of serenity.</span> <span class="meta-nav">→</span></a>

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Mid-Year Update

  Posted by , 04 July 2014 - - - - - - · 120 views

The ever changing fluidity of the universe never ceases to amaze me. It’s something that we each must adhere. An rule written in our very DNA. One, which states that the best laid plans of mice and men, in short, we must adapt in order to survive. Like the protagonist of our current project, I […]

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New Hosting and More Updates coming soon.

  Posted by , 04 January 2014 - - - - - - · 157 views

Wow, last year flew by. A lot has changed in the last year. The website moved, same domain, new host to actually have bandwidth as I’d been running the site off my development server for the last six years. I will be redoing the layout soon, adding some additional sections and will be updating information […]

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Barricade Alpha

  Posted by , 08 June 2013 - - - - - - · 548 views

<p>Client : <a href="http://www.phyer.net/" target="_blank">PhyerSoft</a><br />Contract Length : April 2011 – August 2011<br />Role : Lead Developer/Programmer<br />Tools : Troglodyte Game Engine, Adobe Photoshop, Opengl, OpenAL, C++<br />Platform : PC<br /></br><br /><center><iframe width="420" height="315" src="http://www.youtube.com/embed/8flljD2fHOY" frameborder="0" allowfullscreen></iframe></center></p>
<p>
Barricade was the first real time game that actually had some content that I ever worked on. Mike Poole from Phyer was the designer of the game.<br />The game was created using my custom C++ engine Troglodyte, which used Opengl for rendering, OpenAL for audio, DirectInput for gamepad controls.<br />I initially was developing my game engine specifically for this game, but later left the group. I returned in 2011 to tackle the project again,<br />with my engine in a more complete state. The torch was later passed on to another coder, and I’m not sure the state of the project these days?</p>
<p>The alpha featured 3 robots, 4 levels, and 2 different kinds of blocks. The alpha showcases the bare systems of the game.<br />It had interesting block match type of mechanic that is present in the alpha, but do to no visual feedback, is hard to pickup on.<br />I learned a lot during the development of this prototype.</p>

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John Deere Augmented Reality App

  Posted by , 08 June 2013 - - - - - - · 481 views

<p>Client : <a href="http://www.catchfiremedia.com/" target="_blank">Catchfire Media</a><br />Contract Length : July 2012, Approximately 30hrs<br />Role : Lead Developer<br />Tools : <a href="http://www.qualcomm.com/solutions/augmented-reality" target="_blank">Vuforia</a> <a href="http://unity3d.com/" target="_blank">Unity 3D</a><br />Platform : Android<br /></br><br /><center><a href="http://www.decipherone.com/wp-content/uploads/2013/06/JohnDeere02.png"><img src="http://www.decipherone.com/wp-content/uploads/2013/06/JohnDeere02-300x168.png" alt="JohnDeere02" width="300" height="168" class="aligncenter size-medium wp-image-69" /></a></center></p>
<p>
With the help of <a href="http://www.godatplay.com/" target="_blank">Josh Larson</a>, we set off to create a augmented reality prototype that our client Catchfire Media could use at an expo to display augmented reality technology to their client John Deere. It was a simple app that allowed for a 3d model to be displayed on the touch devices<br />screen when the camera was pointed at a specific image. In this case the John Deere 500J. Users could then interact with the model, rotating and<br />viewing the 3d model overlayed on the image. Various portions of the model could be selected and information about the tractor was displayed.<br />This was a fun project and I hope to get a chance to work with Vuforia and Augmented Reality tech in the future.</p>

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Wind-Up Football

  Posted by , 08 June 2013 - - - - - - · 405 views

<p>Client : <a href="http://www.somagames.com/" target="_blank">Soma Games LLC</a><br />Contract Length : July 2012, Approximately 30hrs<br />Role : GUI/Systems Programmer<br />Tools : Unity 3D, NGUI, C#<br />Platform : IOS, Intel Ultrabook Touch<br /></br><br /><center><iframe width="560" height="315" src="http://www.youtube.com/embed/DYtoTFJlzVI" frameborder="0" allowfullscreen></iframe></center></p>
<p>
Wind-Up Football was a collaboration with Soma Games. I was in charge of scripting all the logic for the graphic user interface,<br />as well as using Unity’s PlayerPref object to setup serialization for managing the games item system. I left this project early on<br />as I was offered a Lead position working with Salt Shaker Games, but not before setting up most of the frame work for what would be<br />used to complete the systems functionality.
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<p>You can buy the game for the iPad <a href="https://itunes.apple.com/us/app/wind-up-football/id547287721?mt=8" target="_blank">Here</a></br></p>

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Lost Origins: The Ambrosious Child

  Posted by , 08 June 2013 - - - - - - · 370 views

<p>Client : <a href="http://companies.findthecompany.com/l/22727667/Saltshaker-Games-Llc-in-Austin-TX" target="_blank">Salt Shaker Games LLC</a><br />Contract Length : June 2012 – September 2012<br />Role : Staging Artist/Scripter/Lead Designer<br />Tools : Adobe Air, XML, Unearthed Tools, Adobe Photoshop</p>
<p><center><iframe src="http://www.youtube.com/embed/ad-tX50vD44" height="315" width="420" allowfullscreen="" frameborder="0"></iframe></center>Lost Origins was a hidden object game, built from collaboration with developers all over the world, underneath the label Salt Shaker Games.<br />This was the largest project I’ve worked on thus far with animators from Russia,Texas, and various coders from all over the country. Unfortunately,<br />due to various issues the publisher dropped funding for the game when it was about 75% complete.</p>
<p>I started off as a staging artist and scripter. I drew over 200 unique images in Photoshop and placed them in scenes and scripted game logic.<br />After production quality assets were complete, I would go back and replace the temporary assets, test, and adjust logic accordingly.<br />Later, the Lead Designer left the project and I was given the opportunity to take over. I got to work on some of the pacing issues and a few<br />of the games puzzles. If only funding would have continued, but development was abruptly stopped in September.</p>
<p>You can download the Golden Hour Build <a href="http://www.bigfishgames.com/download-games/19116/lost-origins-the-ambrosius-child-survey/index.html" target="_blank"> Download Here </a></p>

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Hello world!

  Posted by , 20 May 2013 - - - - - - · 188 views

<p>Welcome to WordPress. This is your first post. Edit or delete it, then start blogging!</p>

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Dodge This.

  Posted by , 21 November 2012 - - - - - - · 404 views

I’ve recently found myself with some free time between contracts. Not wanting to be idle for fear of being oxidized, I’ve got a few various projects going on. One proto-type I plan to share here in the coming weeks, while another project I am keeping somewhat secret. It is more of a personal project that is full of meaning and is still in an early conceptual stage. I do not plan on speaking any about that project until it is ready to be released. One project that I will share however is one I’m calling Trinity.
For work, I am working with a small team of Independent developers. Since joining this team back in early June, I’ve worked on a various set of contracts. For some of these contracts we have been using Unity 3D and so I’ve been getting pretty familiar with Unity and have wanted to even use it for my own projects. I had worked with Unity previously to this, but never wanted to really make the switch for my own projects. I had spent a few years refining my own game engine and didn’t want to abandon it. After working with Unity for so a while it started to grow on me and the portability options, ease of interface, and many other features, just make it a no brainer to use. Not to mention the free edition and reasonable price of the pro version. The Unity team has really done an awesome job and I’m proud to be a convert now. But enough of an ego boost for those guys Posted Image .
Wanting to keep my projects in a small enough scope to complete, I’m concentrating on 2D games. This in and of itself isn’t a bad thing, but Unity, out of the box isn’t streamlined for 2D development. There are a few packages available on the asset store that look to help with 2D games specifically, and I looked at them, and just didn’t feel that they were intuitive enough for me to work with in a quick way. So, I decided to port over the most common libraries I used in my own game engine, thus Trinity was born.
Right now I just have plans to use it for my projects. I have completed a first pass integration and have finished getting the same functionality from unity as I would my own engine, but with all the added benefits unity provides. As I continue to add to this functionality, I may toy with the idea of adding it to the asset store. Not really wanting to compete, as I don’t want to spend a lot of time publicly supporting the framework, but really to offer a light weight alternative to some of the other frame works that are out there. I should come to a decision on this by the next week sometime.

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