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.