Shrine: UV Unwrapping

This week I’ve been working on the least fun part of the 3D modeling, UV unwrapping. Thankfully Maya has a good set of tools to speed up the process slightly. Whoever developed the planar map tool at Autodesk has my deepest regards. SO MUCH TIME SAVED. Now obviously I’m nowhere near done yet, but IContinue reading “Shrine: UV Unwrapping”

Fix a Bug and More Will Appear

Hello my readers! It’s been another exciting week in FTD development. Those collision problems I had last week? No more. Those weird issues I had with the character’s movement? Vanquished! I’m happy to say that most of the problems I struggled with last week are gone, but as is always true in game development moreContinue reading “Fix a Bug and More Will Appear”

Game Maker & Collision Fun

Hello my readers!  From now on, I’ll be updating the USCF blog each Sunday with development progress on Fight the Darkness. Cheers! Last week I purchased Game Maker Studio Professional, and since then I’ve been stumbling through the free tutorials. Now that I’ve got a little hands-on knowledge with the engine, I’ve been working on aContinue reading “Game Maker & Collision Fun”

Announcing New Game Dev Project!

I did it! I finally did it. I decided to pay the $100. Now I’m a proud owner of Game Maker Studio and I feel awesome. And also ready to make a game. For now, I’m going to call this game Fight the Darkness, because until something novel comes along, it’s the title that IContinue reading “Announcing New Game Dev Project!”

UI Design & Weapons Concept

I’m going to keep this post short and sweet, because I’m applying for jobs and have a lot coming up in the next post. I finished the weapons concept I’ve been working on, as well as a UI page for the fictional game Dragoon Chronicles. I’ve included a time lapse of my work flow forContinue reading “UI Design & Weapons Concept”

Adventures in Portfolio Building & Learning

Hello my readers! I hope everyone’s doing well in their game development quests! In my most recent adventures, I’ve attended several portfolio reviews and received valuable feedback. Of my current three portfolios, game design, concept art, and user interface design, I’ve learned that my game design portfolio is the strongest. Huzzah! However, I do needContinue reading “Adventures in Portfolio Building & Learning”

Comrade Quest Final Release

It’s finally reached the end of the semester, and Comrade Quest’s development is over. It makes me sad that everyone on my team is going their separate ways, but I’m glad that I got the chance to lead a group of talented artists, programmers and designers to realize my vision. Also, I’m quite proud thatContinue reading “Comrade Quest Final Release”

Successful Beta!

Beta was a success! As a matter of fact, out of the previous three GPL’s that I’ve been in, I’m pleased to say that this has been the most successful beta. I’m also happy to say that the playtesters congregated around Comrade Quest’s test space first thing when the beta started! It’s great to knowContinue reading “Successful Beta!”

Night of Beta

Less than eleven hours remain before beta release. I’m nervous, happy, excited, stressed and sleepless all at the same time. It’s an odd mix of feelings, but I like it. Guess I picked the right industry to get into, because from what I heard, this atmosphere of high tension is pretty common in the worldContinue reading “Night of Beta”

Beta crunch madness

Tonight we’re having our beta crunch weekend night! Craziness abounds! We’re working hard on just about every aspect of the game, in time for Game Lab beta on April 8th. Updates will come shortly.