Building an XNA Game Studio XBox360 Indie Game.

[page 0062] ~ It Is All In The Doing. :

Updates: – .
DownLoads: – .

Money, the May OGAM Theme.

To aid in the quest of this months theme, “The Doing” will be added as diversification.  Why would that be?  What would that entail?  How do I diversify to be able to “Go Pro”.

As an Indie Game Creator, this #1GAM Money Theme might be better served if I were to explain to myself by asking, what does it take to begin to Go Pro?  What am I doing now, so I can figure out what I need to do next, as I go forward, as I go pro.  What needs to be realized so I can timeshare my efforts and resources more effectively.  And again, what is my end game?  What would I like to accomplish, seeing that I have set myself on this path that, once again, I can only envision in part.  So, as an Indie Game Dev, how do I figure out were this next step is going?

Instead of reiterating everything I have been blogging about thus far, I’ll just look at my next branch of diversification as something that has naturally come about as a result of my most recent investments.  There is a challenge I have become aware of, a competition that will be judged on the usage of a product called Substance Designer.  This product can be used to construct materials that are used to map color and texture through the UV’s of a 3D models mesh surface polygons, programmatically.  This procedure paints the low resolution model with high resolution detail.  It is a process that allows Avatars, level Bosses, game characters, set pieces, environments, etc. to exude more expression from the given CPU and GPU cycles through the use of maps in lieu of thicker mesh geometry.  This allows more game or film props to be added to a scene without overburdening the entire process.

But as it goes here, in this competition, I am to come up with my version of a “Titan” that I will model as a 3D figure.  I will then texture it using the assets that I create using Substance Designer.  This little venture will put to use many aspects of “Character Creation” and “Characterization“.  It will use a backstory, concept art, low and high poly count 3D model meshes, painting and texturing of the model, putting it all together in a program to use shaders with lighting to finally showcase the completed “Titan”.  They, Allegorithmic, have also made space available on their site, during this competition, where we, the competitors, have been given the opportunity to update our progress.  This gives all competitors, and willing spectators, the ability to watch how everyone else in this challenge is progressing through their interpretations of the theme.  In the end, there are rules for submitting the requested assets so the judges can come to their conclusions and reveal their results.

So this diversification plan, that I am implementing for this month’s One Game a Month theme and the Substance Designer Contest, should fulfill my needs of, Going Pro, where the proverbial, “getting two birds with one stone” adage still holds true.  The rewards are in “The Trying” and the effort is in “The Building” of something that is requested, not by contract, but by a competition to be judged.  The result is having the Titan build selected as one of the Top 10 Prize Winners, and therein the “Going Pro” because of The Doing.  But while this is going on, I need to get one more game finished this month.  So far it has just been one game, one blog, some website maintenance work, and some research and study.  This month I will be adding asset creation in the form of this first competitive challenge, this next branch, the Titan Contest.  This also is a continuance of how I pay me, by working to win, and learning by doing, as I stated in the title where it is “All In The Doing”.

My next concept that will help me diversify comes from the school of LBD, Learning By Doing.  I have a subscription to Safari Online Books and now Digital Tutors.  These two resources have become an excellent source of help since, back in the day, the only place to get “books” were at Radio Shack or possibly a Video Game store that had an oddments book shelf somewhere in the back of the store, with some obscure kind of computer related material.  The three “flavors” that I could find that had anything to do with what I was trying to do, back then, were; CP/M, Assembly Language and BASIC, that was it.  But that was then.  The information now pertains to every platform from Windows to Linux operating systems, from desktop to mobile programing, from console to web game creation with all of the inter-related materials for nearly any construction pipeline someone could put together.  It is just a matter of having a desire to build and, of course, be willing to work to win within the school of LBD.  So, a lot of effort and love are the driving factors here, for me at least.

Back to focusing on this Substance Designer contest.  I have started my Titan backstory by restarting an old idea from my game prototype of long before 2012.  This overall game concept is also my inspiration of how I founded my website and company name, FarNiche.  So, to make good use of my LBD, I am working through another Digital Tutors lesson set, Retopology Techniques in Maya LT.  I’ll need to implement what I’ve learned here because the rules state that the polygon mesh must adhere to a certain maximum of, tris (see: Items/Poly Count),

•Titan: 100 000 tris.
•Pedestal (optional): 10 000 tris.

which are to be the limits of the Models Asset Constraints within the competition.  This means that it will not be optimized for video game animation but it still must be brought down in graphics load size, from ZBrush, while keeping enough detail.  The idea here, for me, is to create the high res mesh in ZBrush, retopologize that mesh in Maya LT, add materials to its surface in Substance Designer, try to use Bitmap2Material, possibly Substance Painter and if time allows see how it looks in Unity.  But for it to be accepted in this competition it needs to initially meet these afore mentioned criterion of tris.

Now then, what I will be doing for this month, is building one more game or more than likely refining last months game, working on my Titan for this upcoming competition, continuing these blog posts, tweaking my web site, and learning how to improve my game creation skills with Safari Online Books and Digital Tutors.  I still haven’t gotten to the sound FX, music, nor any concerted efforts of audio within my games.  So that may be my next branch of diversification, unless something else jumps ahead in line.

For the time being, more study and practical application is my research, then one more game and one competition ready Titan.

Until then, Going Pro, “It Is All In The Doing.”
My Titan Concept.


May 18, 2014 Posted by | 2014 [0050] to [00??], The Process | , , | Leave a comment

[page 0061] ~ How I Pay Me! :

Updates: – Windows.
DownLoads: – .

More on Money, the Theme of the Month.

Finally, getting something back, the worth of my labors, the fruits of my fields, the stock of my pens, the me of my ness.

Me of my ness?  Me-ness?  What is meness?  This meness, is a word in the blogosphere, like fruitfulness expresses the “state or quality” of being fruitful, so it would also go as the “state or quality” of the many aspects of myself that constituently make up my “me”, my meness.  Another concept on the same lines is known as “Thing-age-ness”, pronounced: thingedgeness.  Thingageness is the state or quality of some “thing” where, when it is whole and can be used at its full potential for its intended purpose without alteration, it is then said to have attained stability in, and retains its state or quality of that in which it is further referred to as having its own “thingageness”.  A things “thingageness” may also have varying degrees before this state fails.  As an example, a coffee mug with its handle broken off is still a coffee mug, but if it has a hole in it, it has lost its thingageness, it is no longer a cup to hold coffee, its state has failed, as it is now more of a sieve or a funnel.  The same can be said of a car, for instance, if every time I would like to go somewhere, I turn the ignition key only to find that to start the car I must get back out, crawl under the car and hit the starter motor with a large hammer or a lug wrench, to then hopefully have it start and to not have to do that again that trip, especially if it is raining or snowing out.  Here, the cars thingageness has been tarnished, yet it is retained, its thingageness has not been lost.  But, for example, if the car leaks power steering fluid and will no longer turn left nor right because the power steering reservoir perpetually runs dry, and as most destinations are not in a strait line from where one would begin the trip, the reasoning then goes that the car has now lost its thingageness.  The car is now entering a failed state and is finding it difficult to retain its “state or quality” for which it was acquired, i.e. a vehicle that will get me from point A to point B successfully, consecutively and hopefully safely.  In this case, instead of the car being able to turn back and forth to get to its goal, the car has instead been turned into a money trap, moving that car only closer to its demise, and hopefully not dragging me along with it.  And as a final recourse, used motor oil could then be recycled by pouring it into the ever emptying power steering reservoir at the beginning of each trip, but then, in doing so, it will quickly find resolve in being relinquished fully of its thingageness and be towed to the junkyard in hopes that there will be some repayment as scrap, true story, sad but true.

Well then, what did all of that last bit of rambling have to do with this months theme, money?  I think I hinted at that with vague gestures of meness and the blatant nuances explaining thingageness.  So to keep this odd train of thought going and to follow through by somehow putting meness and thingageness into the same sentence while bringing all of these thoughts together under this months theme, a thought like, “If I do not figure out, ‘How I Pay Me’, resulting in a failure of my meness, then my thingageness will have been corrupted to my loss.”  And where is all this thesis explanation going?  It is going to build for me a path to where the money is, a place where my meness incorporates my thingageness, a place where what I can do becomes a factor of what I am worth, a place where I can come to grips with the thought of ‘How I Pay Me’.

So far, this blog has been nearly all an amphigory, almost.  But the scary thing is, is that that it actually did make some sense to me.  But the theme is money and I believe, for the time being, my capacity to “collect” money, by me doing things as an “Indie Careerist”, will need to be set to a stance where I will be initially working to win.  This will not be me exacting a price that I will set, nor anything like a steady income of any kind but more of an intermittent windfall, hopefully just enough to keep my love alive as an Indie Game Designer and Creator.

And as I had mentioned before, power tools expedite the building process and aid the developer by improving the rates of Return of Investment and thereby granting a better chance of success with a timely completion, be it building a house or building a video game.  That success reaches back to that comment of working to win, whereby when using those tools, more skills are acquired and iteration times are decreased while production is increased.  The capacity to compete successfully is improved, with the end products becoming more polished and the with rewards becoming more frequent, to at some point in time, to become a steady income with the possibility of finding myself perpetually gainfully employed, and therefore enjoying the title of a self-employed Indie Careerist.  It is a simple formula, a time tested method of success, working to win.  But to win what?  From whom?  How and how often?  Then when?  Where, and of course lastly, why?

So with this months’ theme, where my results will not be known until a future date, I will set my sights on putting to use my recently acquired investments.  A competition has been brought to my attention that involves Substance Designer, Battle of the Titans.  Keeping in mind the ideal of “Working to Win”, Substance Designer has initiated a competition that involves building with “Materials“.  An invitation has been given to asset developers to build something according to their theme while using their product.  To help cover the model mesh the developer is requested to find “a clever use of the Substance tools”, see: Contest/Submission Rules.

This will be how I will initially find myself in this One Game A Month theme, money, learning how I pay me, while working to win in the “BATTLE OF THE TITANS”.

This all sounds like fun.

So here is my progress moving along:
My “Titan Concept“.


May 14, 2014 Posted by | 2014 [0050] to [00??], The Process | | Leave a comment

[page 0060] ~ The Money-Go-Round:

Updates: – Windows Shutdown update && Autodesk Maya LT 2015 Service Pack 1.
DownLoads: – .

Money, the Theme of the Month.

But first, an honorous rendition of the same song of the title, The Kinks – The Money Go Round, with feeling, (click About/Show more, and sing along with the lyrics.)  I still have tee-shirts from those Kinks concerts, along with their albums and now CD’s, plus a whole bunch of conjunctive memories where their songs are now, at times in part, the conjunction of my memories, i.e this blog with the theme in the theme.  So anyway, Thirty years of Rock ‘n Roll from 64 to 94, fifty years if you count up to 2014.  The Kinks did what they loved and that is what gave them their longevity.  So what does all this singing have to do with this months’ theme?  Well, if you listened to the song and more importantly read, or better yet, did sing along with the lyrics and then felt the spirit of the meaning, then you’ll have learned how to laugh, or, have found it is better to laugh along with that, and is what could be the best and in practicality, be the only and best answer I can think of, or could possibly give for this months theme, Tah-Dah, Paid In Full, or half of half of half … of half in full!

Beyond that, the whole money theme, this month, is about the aspects of Indie Game Creation in that, how can I build my rendition of a video game, to then have it give more of everything that that player could use to succeed while playing that video game.  To that end, the theme jumps back in and asks, how then can I find recompense and remuneration because of my efforts in building the satisfaction that is found therein, while playing that new game, that I have brought into existence.  As it goes, in nearly every conversation in concern to the building of video games, the same themes keep popping up to the forefront, with those ideas being, fun and immersion.  The game needs to quickly draw the player in, then continue to draw the player further into the story, moving the player through the game mechanics because the game play is simple enough to grasp, with the rewards readily accessible, ascertainable and pertinent to advancement in the game.  So the immersion is retained by receiving the rewards given through the players own competence.  This makes the game fun, and adds to the levels of challenge, which it needs to have, but challenge and fun are very subjective terms in that everyone perceives them differently.  So it is all up to the players own definition of what fun means to them in the arena of challenge, thus the competition, then back to the money, the investment, and of course, The Money Go Round.

Now that we are back to the money thing and because my goal is that I eventually build Indie Games for the XBox 360 and now possibly for the XBox One, I’d like to draw out what my path will be that I’ve chosen to reach this point which should bring me to a monetary influx.  With the XBox Live Indie Games membership, a developer, me, actually MyI, with a paid subscription, can submit up to 20 games per account with each game being up to 500 mega-bytes per game.  So that would be ten giga-bytes of storage dedicated to completed, peer-reviewed, indie games sold on the XBox Marketplace, to then be played on the XBox 360 and/or Xbox One game consoles.  The other half of that, or half of half of … half of that, is how are those games to be built.  And of those games built, with tools I already have, what other tools will fit in with, and compliment, my precursor tools so I can create games that will port back into the XBox platform, more easily.  And further, as yet, I’m still somewhat sketchy as to how Unity can be integrated within the use of their licenses to provide a clear port into the Microsoft XBox systems.  Then, are there other kinds of prerequisites that I will need to aspire to to get my games built within Unity to then be sent to the XBox Marketplace.

So, as for The Money Go Round, I think I’m still on the negative returns end of my production–possibility curve in that my capital assets are still being asserted.  And in doing so, the game production assembly line is constantly being perturbed with new, although appreciated, technologies, along with their varied utility, as is evident through the ramblings of my most recent blog posts, i.e. research of video game asset creation software.

As it stands, there continues to be many challenges that need to be confronted and mastered before I would believe to have any claim in outside thanks through contribution or of any monetarily invested interest from others to what I would be able to provide, as a game, at this point in time.  But like many things in life, money and payments go out more easily, even more-so as a noob, than they come in.  And right now, because I somehow cannot see myself building an entire game using only C# and XNA as my only tool set for the XBox, and because I have, myself, some longevity moving along in this Indie Game environment, I believe that I will need to invest in some more appropriate tools of the trade.  Just like a carpenter could build a house with a hand saw and a hammer, I could use just C# and XNA to build a game for the XBox.  I’m well versed in the use of both hammer and saw along with C# and XNA, but as I have mentioned before, power tools make the job easier, with the job moving faster to the finish while making the days work, in general, more pleasurable as a whole.

Having some idea of what tools I might need is just as important as what job I am going to attempt to accomplish with those tools.  During the hot summer, a carpenter would rather do the demolition work, breaking a sweat outside during the long hot day, with a pry bar and a nail puller.  A continued thought in supposition to the timing and tool use of this carpentry work is also true.  When in winter, outside it is cold, it is then better to work inside with the days being shorter, as the tools used for interior finish wood working, cabinetry, like a coping saw and a jack plane, have a more focused and consistent lighting which gives a far better choice of environment, tools and timing, then done so, seeing that it is cooler at that time of year, and to do so then as to not drip sweat on and to keep from marring the unstained, unlacquered, nonvarnished and nonpolished raw crafted wood.  It’s the same when building games out of assets in that some tools work better at doing certain things through certain processes, and so, are used to accomplish those tasks at certain times during the build process.  And that, is what I am trying to figure out right now.  How am I to go from start to finish.  What tools do I need to complete those tasks.  In what order should I try to complete those tasks.  How do I keep those processes of reiteration low so the rework is kept down to a bare minimum and the amount of waste becomes lessened with each iteration.  And then, to do all of this within a limited budget, while keeping track of what I have learned as an ROI and thereby finding my scale of remuneration and recompense for my time, service, effort and product provided.

There is also the propriety that goes along with the building process, ergo all of the EULA’s(End User License Agreements) that are to be read with each program, service and application used, along with the TOC’s(Terms of Service agreements) that are given as “heads up” FYI’s expressing the point that it isn’t just a big free-for-all, in many respects, but in many cases must be adhered to, with again, a reference to the wonderful involvement one becomes enfolded in, again and again, because of The Money Go Round.

So just as jumping into the pool doesn’t make me a swimmer and just being able to swim doesn’t make me an athlete and then being an athlete still will not grant me any rights to medals and awards, and in the end, just to top it off, all of that will not guarantee me any happiness while simultaneously providing me any gainfully employed semi-retirement funds, but that what I have found, is that if I am unwilling to jump into that proverbial pool, initially, it will most assuredly preclude me from any progression in whatever that trade may be.  If I choose to not pursue any track to satiate my needs, wants or desires, to lead me into my future, which also has a very high probability to include The Money Go Round, there remains also a high probability that I will never find any remuneration nor recompense, i.e. payment of kind or even of any “in kind” payment if that track is never pursued to any degree beyond the simple hobby status.

With that said, and knowing myself as one not to be at a loss where I am left behind to then be seen as unable to punch my way out of that proverbial “wet paper bag“, I will need to console myself, with broader ideals, that will provide me with this remuneration and recompense through a revised understanding.  In some instances, this thought can be reverted back into something called money.  But in this case, to stamp this revised inception further into my mindset and to come to some agreeable conclusion within my own current set of bounds of what I would feel is just compensation, I will need to realize just where I am at this point in time.  At the current time, right now, right here, I consider myself an “Indie Careerist“, and from there I will need to accept the idea of payment as one of where it is me paying me.  I had a boss, back when I was a roofer, who said he wasn’t having a good day, at work, unless he fired himself at least four times a day.  So looking at that, I tried to understand what type of compensation he felt he received from being his own boss, when he “himself” would be the one who would have to tell “himself”, “where to go”, because he didn’t feel he was being treated on the up and up, fairly, or on the level, by “himself”.  And then, what type of recourse did he find, to bring to “himself”, as something that he would need to resolve of “himself” to mollify those affairs, internally of “himself”, and further then, to continue on with his days work, and of course, on to his next inevitable firing of “himself”.  For him, “Walking off the job” would not be a viable option as bankruptcy has nothing to do with one paying oneself, but is a situation of oneself failing to pay others.  So this, now, is my conundrum, and is what I will be coming to grips with for the rest of this month, as this months theme, is money, or the way I like to look at it, The Money Go Round.

More to come.

So as a little distraction in the mean time and somewhat of a side show to all of this money theme seriousness, here is a video I made of a program that I wrote over the course of a few years while taking courses trying to finish off my Computer Major with a Business Minor at the University, UW-Milwaukee.


So how do YOU do Calculus?

Click to watch, Calc Fx.


May 11, 2014 Posted by | 2014 [0050] to [00??], The Process | , , , | Leave a comment

[page 0059] ~ To Be or Not To Be:

Updates: – Adobe Reader Version X (10.1.9) to Adobe Reader Version XI (11.0.06) && QuickTime 7 on Windows 7.
DownLoads: – Maya LT 2015 free 15-day trial.

Yep, still Water.

Hmm, well, that’s actually pretty nice.  Customers with an active Autodesk Softimage Subscription contract can migrate to the latest release of either Maya or 3ds Max, at no additional cost.  But it’s getting close to the end of my Maya 2014, 30 day trial and I’m not as sad as I thought I would have originally been.  It was a lot of give and take, with the shuffling around of my own thoughts, of why SoftImage was what I was saving up for and now would need to change my focal judgments and scry as to what my next best options have in store.  So while weighing the cost against my needs, I got an e-Flier that said the AutoDesk 2015 product line was out.  In fact, what I have done, is to see if I can get the Maya LT 2015 free 15 day trial during my Maya 2014 30 day trial and be able to compare the two products, simultaneously.  And I can.  So right now, I have ZBrush 4R6 connected to this Maya 2014 free trial, and am going to test if Maya LT 2015 also hooks into ZBrush through GoZ.  If it does, then I think its a done deal for the purchase of Maya LT 2015.

But after looking around at some banterous internet critiques, and after my own trial and error work-arounds, the Maya LT product does not support the GoZ paradigm.  But, Maya LT, from its main menu File dropdown list command item does have a link that provides an asset insertion point right into the Unity Project/Assets/folder interface.  But there is a limitation of 65,000 vertices with the file transfer directly into Unity’s internal folder directory.  At this point in time, I don’t believe that that transfer file size will be much of any issue seeing that animatable characters should be in the range of 3000 to 8000 vertices each.  This smaller vertex count is also needed for the CPU and GPU to keep the FPS(frames per second) in a range that does not slow down the frame rate, changing the players game focus to finally de-immerse the player from the gaming experience.  Building other meshes as environment and set props will, I would guess be of a comparable size limitation also.  And as for collision meshes, those are constructed to have much fewer vertices than the textured meshes they surround as seen in the game.  But in any of those cases, building many small pieces would be to the advantage of the designer, as unit testing of small pieces could be done incrementally.  The stress loads could be varied more easily while using many pieces instead of having the only option as one big mesh that could not be switched out.  And it isn’t like what is built in ZBrush can not be opened in Maya LT, or visa versa, with some limitations.  Both programs have the capacity to import and export .obj files.  It just comes down to the extra time used to access those files from the systems folder directory, a small inconvenience, not a dead stop from a fabricated dead end in the work flow of asset creation.

So, somehow I need to think that this seamless transfer process built into Maya LT that links the game assets directly into the Unity Game Engine will lessen the time spent digging through Windows Explorer, as all that is needed now is to click and watch the transferred files appear from one app to the other.  This might be a small, but positive, factor in my calculations for a ROI as I duke it out between the pros and cons of what my next best option for a 3D model mesh asset creation program will be.  It was really nice to see that transfer happening between Maya and ZBrush, where GoZ affords to the designers the best of both worlds in tweaking iterations back and forth of the same model mesh.  But seeing that I am a low-poly-count Indie Game Creator and not a high-poly-count Movie, Commercial or Cartoon Producer, I must relegate Maya to the back burner, for now, and Maya LT to the front burner to get cooking with some low-res 3D mesh interactive game characters, set props, environments, animations and storylines.

I’m not writing a story book that when read will follow the same story plot, in the same time frame, with the same characters, saying the same thing, in the same place, to further the same ends, in the same order, every time, that the same book, or in this case, same movie, same cartoon or same commercial is viewed, with “high” poly count meshes.  But, I will be designing and creating video games that are seen, by playing through the games with different characters, having different points of view, doing different tasks, at different times, to accomplish different strategies, obtained by different objectives, through adhering to different directives, using different means, that achieve different goals and produce different rewards, with “low” poly count meshes.

So my two major concerns, which I have addressed, will be, am I going to build for Film Rendering or will I build for a Game Engine.  I think I have just about made up my mind with how, I think, this should turn out best for me, with Maya LT, 2015.  Well then … back to the next reality, and, as Inspector Clouseau would say, “Until then, a case is sol-ved”.

Or maybe not.  I’m going through another Digital Tutors training module, Retopology Techniques in Maya, and am using both Maya and Maya LT to see any differences between the two, (see: Maya vs. Maya LT), that may make some final difference to me.  The tutorial theme is the speed of mesh transforms, which here, is made out to be the central issue because that is what this Digital Tutors video is intending to express.  It shows why and how to escribe methods that lower the poly count for a model mesh that is to be sent to a game engine.  Initially, when the entire model is selected, it is approximately one and one third million polygon faces with over twenty million edges and in the end it becomes a character mesh with about 2700 faces and 5500 edges.  The UV’s are flattened and the high resolution texture is baked over to the low resolution where both models are compared side by side.  After this tutorial my thoughts remain the same, High poly vs. Low poly, Rendered Viewing vs. Animated Interactivity, Film vs. Game.  In other words my final decisions will be best served as I look to my next direction from what I will be creating.  So will I be moving towards: Static Sequential Video Story’s using Maya with its Rendering Engine and topping it off with something like Storyboard Pro 4 or will I be putting my efforts into Random Variable Input Games using Maya LT 2015 and topping it off with the Unity 5 Game Engine.

Next on the list is the Indie Game Development Pipeline.  This is a set of nine Digital Tutors volumes using Maya LT, Photoshop, ZBrush, Mudbox and Unity to build a Boss Battle.  The run time is about 28h and 23m in length, but with breaks in between it will assuredly run longer.  Then actually doing what is taught in each of the lessons inside each course will also add to that time.  So, so far they have gone through the lead up phases in getting the general idea of the game together as a side scroller using 2D and 3D elements to show how many layers it may take to formulate this Boss Battle.  They have gone through the Hero and Boss prototyping to agree on what they should look like as 2D characters in Photoshop.  Then they moved on to the 2D environment where the Boss Battle is to occur also in Photoshop.  As of now, I’m up to volume 3 where they are beginning to get the Hero and Boss proto-animation hooked onto the environment so they can have that interact using scripts to transfer their information using game Triggers and Event Handlers provided in Unity.  And per usual, I began to recall what I had to come to grips with in the Microsoft Game Studio using C# with XNA from MSDN(Microsoft Developer Network).  There they also used the concepts of Handling and Raising Events, here, just as a side note.  But I’ll need to research both to compare the similarities and differences at a later date.  And with that, back to the show.

After the concept of a working game mechanic prototype with place holders is finished, the next couple of volumes deal with the Hero and Boss 3D meshes as they are created in Mudbox and ZBrush.  Each character is fashioned in 3D space where afterwards the UV’s are flattened out and painted in a mixture of Photoshop, Mudbox, ZBrush and Maya LT.  After that, the Hero and the Boss characters get the “Rig” they both need as the skeleton that will be used to build and drive their animations with their meshes that are “skinned” to the skeleton rig.

But it is the end of the month and for all I have gotten done this month, apart from my game, I have also built a small game, using the One Game A Month theme, Water.  This “let’s see what I’ve learned how to do so far”, game is about a plumber that was quested to repair the plumbing in a small brick house on an island, somewhere.  In the morning, the plumber stands victorious on top of the brick house but then realizes that he can’t remember exactly where his watercraft is so that he can move on to the next island, his next quest.  This game is only concerned with him running around the current island in search of his water craft.  To aid him in his search, he has a GPS-like display that gives the player an (X, Y, Z) position that will move closer to (0, 0, 0) as he moves closer to his watercraft.  There is no time limit, there is no problem with breathing underwater or climbing any mountains and there really is no leaving the island.  There is only finding the watercraft, somewhere along the shoreline of the island.

Play WaterPod Here.


May 1, 2014 Posted by | 2014 [0050] to [00??], The Process | | Leave a comment