Project Run

October 23, 2009

This is a video of the game that I and my team worked on last year. I did the graphics, the graphics asset loading and management, I also took care of the animation system (not the game logic attached to it). I did the art pipeline (yes we had artist!), made a 3DSMax material exporter I also worked on the rendering part of the level editor (I am working on getting some footage). This game had a lot of neat cool features like asynchronous loading, shaders dynamic data binding, it was LUA driven, it had a powerful messaging system an nice level editor and a memory manager. We had a tweak manager that used antTweakBar. We could register delegates accessible by LUA, or via messages. Working on a game of this size allowed me to have an exposure to pretty much all the aspects of making a game. From the tools to game play, graphics, physics and how to communicated between the various elements of the game. It tough me a lot about team work, time management, meeting the deadlines and how it is critical even for a small game. I think a came out of that experience a better programmer.

Wii Game project

October 20, 2009

This is a project I worked on over the summer. The game runs on a Wii dev Kit. I use the Wii Remote to aim and the trigger to shoot. The Nunchuck is used to move in screen space. The controller vibrates when you get hit and it vibrates softer when you shoot. Developing on the Wii was not too hard (mainly because I did not have to deal with localization, options, control remapping, fun factor, play testing, and all the other things that AAA games have to deal with). I cannot go too much in depth about the code because I signed an NDA and I do not know what I am allowed to say. It was a very rich, fun, and humbling experience to develop on that platform.

iPhone Games

October 17, 2009

Last year, the release of the iPod Touch gave me the opportunity to take a closer look at the iPhone SDK, and cocoa touch. I already had some basic experience with xCode (MacOSX default IDE) and objective-c. So, along with a good friend of mine we set off to make a simple game: Ratmazing. The concept was simple, you had to touch the screen to trigger an electric shock in the general vicinity of the rat in order to guide it through a maze to the cheese. I was in charge of the UI, Gfx, core engine and interfacing c++ with the coca touch API. Mike, my partner did all of the random maze generation as well as the game play and the game state management. It took us two weeks (I was in France, so the communication was hard).

The second project; Color Hunt was something I did on my own to explore the capabilities of the cocoa touch API in particular the UI. The idea is that you are given a color, you can look at it, inspect its RGB components and then you have to use your camera or your photo library to to find a picture that contains as much of the color as possible. It was more of a personal demo than a game, but I had fun making it.

Both applications are free the iTune store, check them out. Disclaimer: I do NOT claim that they are fun :)

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