Normally we humans live with the thought in our heads that if we want to succeed, we need to take risks. This comes from the term 'high risk, high reward' as well as the complete opposite 'low risk, low reward' with both terms meaning that while more dangerous tasks have a higher chance of failure, … Continue reading Risk vs Reward… Somewhat
Author: sirrednut
Licensing, Oh boy…
As some of my recent posts have suggested, I am currently working on a 'Final Project' university assessment where I have to develop and release a game alongside my team. This is great, it gives us real-world experience with the chance to even make money if all goes well. The problem however, is not in … Continue reading Licensing, Oh boy…
Dude, Where’s my performance!
It's there, trust me. It may not be perfect but it's there! All over the world, games are getting bigger, better and 'prettier' (depending on who you ask), and with it comes the expectation that anything less is a bad product. Obviously there are tons of low-poly or even primitive-shape based games, but the majority … Continue reading Dude, Where’s my performance!
CTPL 1 – Raytracer 0
Optimization, in games it's a must these days. Sure hardware is getting more and more powerful, but without any form of optimization the benefits of the hardware are minimal. Without going into too much detail, what's the point of getting one of these brand new schmicky-looking i9's or thread-rippers with up to 16 cores and … Continue reading CTPL 1 – Raytracer 0
Project FireDonkey
Sooooo, Project Fire Donkey.... No, it's not a game about a donkey who is 'On' and/or 'Controls' fire, it's just a random project name I typed up when starting an experimental project the other day. But what Project FireDonkey truly is, is my implementation of Unity's Transport Layer LLAPI. Which in simpler terms is 'Networked … Continue reading Project FireDonkey
A Reflection on Trimester 5
Studio 3 huh? It's been a long trimester this time round. Yeah I know it's still just 13 weeks per trimester, the same as every other tri, but it wasn't not mentally at least. This trimester has had to be both the longest and yet the shortest feeling trimester of my uni life, hell it … Continue reading A Reflection on Trimester 5
A Particle Of Game Dev
Game development is a big job, it involves the creation of assets, designs, scripts, interfaces, documentation and much more. But today, we're discussing visual styles/effects, and to be more specific, creating a visual style based on a predetermined design. For the last 13 weeks myself and a small team of students have been working on … Continue reading A Particle Of Game Dev
My Studio 2 Experience
Throughout the last thirteen weeks, I have been enrolled in GPG220 which is what we call "Studio 2". The Studio classes are all about making games/tools and connecting with other discipline students through small group projects. The grading system in Studio classes is not quite the same as a normal university or school class, it … Continue reading My Studio 2 Experience
Project Blob – A Post Mortem
On the 27th of March I joined a small group with fellow students 'Kirsty Tschirpig', 'Zac Dickinson' and 'Bailey Fitness'. The group was formed in order for us to complete the assigned task of creating a game for our Studio 2 class. The game was to be small game built around the concept of home … Continue reading Project Blob – A Post Mortem
Optimise Everything! – Spatial Partitioning
Games are fun. I mean, games are really fun. But you know what's not fun? Games that look like jump-ass GIFs... In general, games take a lot of work to make and they take a lot of logic to run whether that's just code or objects within the game + physics. Due to this, it's … Continue reading Optimise Everything! – Spatial Partitioning