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Showing posts from January, 2008

Thoughts on Independent Music

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Before I turned to graphic arts my studies and hobbies were in music composition. Like everyone else in the demomusic scene I released music for free and competed in contests like MC6 and 30 minute compos on #trax. I don't compose much anymore but I still have a great love of music and the people who have the craft to do it well. I've been very passionate about independent music over the past couple of years since understanding more about the current state of the record industry. I'm not going to rant too much about this, and I don't think I need to because a lot of people would agree that the situation in the industry, for both artists and fans, is pretty abysmal. This doesn't have as much to do with the RIAA, it's about what artists under a record label have to go through; the record industry doesn't try to make music as much as they try to make celebrities. This is why I've become so passionate about the independent music scene. I still consider myse

Leaving the Moo Moo Farm

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Bryan and I just finished playing through Diablo II: Lord of Destruction yesterday. We even went to The Secret Cow Level. "Moo." This was the first time I played any of the Diablo games. I'll have to admit that I was never interested in playing Diablo until recently. Over the past few weeks I've been undergoing a sort of game education regime. We are planning on creating a strategy game in the near future (hilarious, simple, and hopefully commercially successful), and since I'm not a strategy game buff I needed to do some research, which of course means playing games. Recently I've been playing all kinds of strategy games, in particular Supreme Commander which has become our favored subject in honing the strategy/micro-managing portion of my brain. During this time we've been simultaneously working on creating a rendering engine for the OLPC, and since most of our good game ideas would require some kind of 3D graphics or advanced 2D graphics rendering tech

Audiosurf: First Impressions

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I came across this little gem of a game called Audiosurf a couple of weeks ago. It's a finalist at this year's Independent Games Festival. Today I participated in the beta weekend so I was able to play it for the first time. The thing that drew me to Audiosurf, aside from it being an independent title, is that it's a puzzle game where each stage is generated from music files on your computer, and the same songs become the soundtrack for the stage. The speed and difficulty change with the intensity of the music you provided, and the blocks appear to the beat of the music. This works really well when you play songs that have a strong beat and lots of dynamics. The way the puzzle works is you have to run over a block to put in on the board. The block falls in the corresponding lane (column) on the grid. To remove blocks and to get points you need 3 blocks of the same color touching each other in any configuration. Red blocks are worth the most points while the cooler-colored

Architecture Sketch 0001: Test Background

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Bryan and I are working on making games for the OLPC , the $200 laptop that's being sent to developing countries to get technology into children's hands. The display on the laptop is really clever. I'm not going to take the time to explain it, so you'll have to visit the Wikipedia entry for the OLPC XO-1 to read about the display. But in short, we are rendering our sprite graphics at 400x300, a third of the vertical and horizontal resolution of the display so there's no color distortion for each pixel in color mode. Since we have just started working on the sprite engine for the game, Bryan asked me for a 400x300 test image so we have a colored backdrop to test the transparency of the sprites. I went a little overboard and spent about an hour and a half working on this. But it was fun and I got to try some architecture, which I really want to do more of. So here it is, the first image in my Sketchbook Series. I'll post sketches that I've finished here. Of c

Unreal Tournament 3 Disappointing

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I've been a long-time fan of the Unreal series by Epic Games since its debut in 1998. I can recall countless LAN parties where we played the original Unreal Tournament, Unreal Tournament 2003 and Unreal Tournament 2004. I can even attribute the Audigy2 ZS that's in my computer right now from playing UT2004 competitively. Let's just say that I'm a fan. When I first saw the screenshots for Unreal Tournament 3 back in August 2005 I was really excited, not to mention worried that I wouldn't have a computer beefy enough to play it when the time came. Over the years I actually lost interest in UT3 and Epic Games because of their new direction to gaming that became vividly apparent at E3 2006. In the meantime Nintendo and Valve caught my interest, and I had all but forgotten about UT3 until the demo was announced a few months ago. UT3 is out now, and as a UT fan I hate to say that I actually feel let down by the game. There's a few reasons for this. First, the game has