<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-2444517202286537959</id><updated>2012-02-16T17:44:10.460-08:00</updated><title type='text'>Design &amp; Development</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>31</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-2931364943207745056</id><published>2011-06-25T15:09:00.000-07:00</published><updated>2011-06-25T15:09:49.497-07:00</updated><title type='text'>Emotiv: Candle Light</title><content type='html'>&lt;div class="MsoNormal"&gt;This blog is a little overdue. After SGP I worked with a few guys on coding programs which use the &lt;a href="http://www.emotiv.com/index.php"&gt;Emotiv&lt;/a&gt; API and SDK. This technology reads brain waves and creates a profile for a user of the headset. IThe system is trained to the user and then sends out messages with data representing the user’s current mental state. Emotiv recognizes facial expressions, actions (such as push, pull, lift, and rotate) and levels of frustration and meditation. David Griggs, Mac Rechelt, Steve Broyles and I were lead by one of our lab instructors, Sean Hathaway.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Steve, Mac and I worked on a Meditation app which shows a candle with a flame that responds to the user’s level of frustration and meditation. The larger level of meditation the user emitted would cause the flame to grow. The larger level of frustration the user emitted would cause the flame to look like it is being blown by wind. &lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp;&lt;/span&gt;Jim Bochanski did the art for the candle. It was a very interesting experience and we all learned a lot and would love to work with the Emotiv in the future.&amp;nbsp;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-mhnZWYkoVbg/TgZcfDopltI/AAAAAAAAALI/RWPVbzXjPjg/s1600/Frustration.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="310" src="http://3.bp.blogspot.com/-mhnZWYkoVbg/TgZcfDopltI/AAAAAAAAALI/RWPVbzXjPjg/s400/Frustration.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;Frustration&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-5clv96wYqR4/TgZcflzFFTI/AAAAAAAAALM/RQL49w11H_8/s1600/Med.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="311" src="http://1.bp.blogspot.com/-5clv96wYqR4/TgZcflzFFTI/AAAAAAAAALM/RQL49w11H_8/s400/Med.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;Meditation&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-2931364943207745056?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/2931364943207745056/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2011/06/emotiv-candle-light.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/2931364943207745056'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/2931364943207745056'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2011/06/emotiv-candle-light.html' title='Emotiv: Candle Light'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-mhnZWYkoVbg/TgZcfDopltI/AAAAAAAAALI/RWPVbzXjPjg/s72-c/Frustration.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-1365586923331883814</id><published>2011-06-25T12:51:00.000-07:00</published><updated>2011-06-25T13:33:11.514-07:00</updated><title type='text'>Months 18-20: Game Planning and Architecture, Interpersonal Communications, Game Project 1 &amp; 2</title><content type='html'>&lt;div class="MsoNormal"&gt;Hey there, sorry I have not been updating my blog recently. I have been loaded with work from Final Project. It defiantly is a life changing experience. For some it is a good experience most of the way through for others it can be a very long and painful process. But all we can do is our best so do not lose hope. During APD Don Smith, Jason Hinders, Joel Carroll and Patrick Kelly lead us to Core by having us type up all the technical documentation, such as the Tech Doc and Asset List, we would need for our game, Shopping Cart Derby. In GP1 and GP2, The guys from APD and Mike Lebo guided us through Alpha and Beta as we worked diligently around the clock in Blackmoor Studios, which was dedicated to Dave Arneson, one of the creators of Dungeons and Dragons.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;During Core we built our Engine using the Game Object Component model which the Unity engine uses. This architecture is different from Object Oriented which we were taught at Full Sail. Instead of treating objects as a hierarchy of functionality we treat object generically and add components which hold the functionality. This new architecture created a steep learning curve for our team but we managed, with help from Derik Hughes, to wrap our minds around this new way of thinking in terms of game programming and make it to Alpha on time.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;In Core we also have to take an Interpersonal Communications class Online. I learned a lot in IPC however I felt that it was not the right time in the program to take such a class. Having Final Project is enough stress to put on someone and when you add IPC it just raises the stress levels even more. We learned how to communicate differently and relay different meanings depending on who we were communicating with. It was an interesting subject but the material was a little dry and the scheduling of this class with Final Project made it very hard to retail the information.&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div class="MsoNormal"&gt;In Alpha we continued to struggle with GOC. With our architecture all the systems and components communicate via IDs and Events which made it very hard to debug at times. We were able to get Animations in though a little late and got all our held items in to make our game more fun. I had worked on an Effect Editor during Spring Break, with help from Zach Helms, who is a month ahead of me, which replicates Unreal’s Cascade interface. I did this because our Artists have only used Unreal to create Effects before. I was able to give the editor to all the teams in the studio as well as some team behind us. In the end we were able to make it to Beta but we lost our Internal Producers.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-rOPQg_-wi20/TgY6msIwv0I/AAAAAAAAAKw/W86gabM7y3s/s1600/Alpha.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://4.bp.blogspot.com/-rOPQg_-wi20/TgY6msIwv0I/AAAAAAAAAKw/W86gabM7y3s/s400/Alpha.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;Alpha&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-dZ_Ud4JVDbM/TgZFlBKY75I/AAAAAAAAALE/B14eBPU4pOU/s1600/Effects.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://1.bp.blogspot.com/-dZ_Ud4JVDbM/TgZFlBKY75I/AAAAAAAAALE/B14eBPU4pOU/s400/Effects.PNG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;Boba Effects&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;In Beta we knew what we were doing with GOC and used LUA to expedite our production process. We still had problems with debugging but we were able to track down the issues with enough effort. We were finally able to get proper collisions and AI working as well as a new level which made our game really feel like a game. We also got some cool menus which fit the theme of our game. We wish we had more time to get features in but unfortunately we had to cut a lot such as multi-player, however the game turned out fun and simple which is always good. We were able to tweak movement and increase the abilities of the powers-ups which really added to the gameplay and feedback. I worked on making the skid marks, as well as the other effects, look awesome. We passed Beta by the skin of our teeth. We crashed during presentation because of a missing asset and were on our toes till feedback a few days later.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-Z7MvGxzmx8g/TgY6t73KfhI/AAAAAAAAAK0/IfIbX7jyTf4/s1600/Beta.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://3.bp.blogspot.com/-Z7MvGxzmx8g/TgY6t73KfhI/AAAAAAAAAK0/IfIbX7jyTf4/s400/Beta.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;Beta&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Final Project is no joke it is a hardcore simulation of what crunch would be like at a video game company for 5 months. I have seen good workers fail, even to the point where they cannot even get a diploma if they pass eventually they just get a certificate of completion. It sucks because if you fail anytime during the process you have to go back to the beginning of Final Project and sometimes whole teams fail and games get cancelled. But the important thing to remember is that teamwork and communication are the two most important aspects of success (as well as working hard). Even though sleep and days off were nearly unheard of in our team we still prevailed by staying strong as a group and giving our all.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-ysMeoer8m4U/TgY63owUjKI/AAAAAAAAALA/Rl7VsuulSUM/s1600/title.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://4.bp.blogspot.com/-ysMeoer8m4U/TgY63owUjKI/AAAAAAAAALA/Rl7VsuulSUM/s400/title.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-zBD0UhsoyoQ/TgY6xE4tsXI/AAAAAAAAAK4/8o4JCOdzjdE/s1600/Jam.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://3.bp.blogspot.com/-zBD0UhsoyoQ/TgY6xE4tsXI/AAAAAAAAAK4/8o4JCOdzjdE/s400/Jam.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-ebVWUjIbPyE/TgY60WQ1aRI/AAAAAAAAAK8/V8GaP2fcXsA/s1600/Skids.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://1.bp.blogspot.com/-ebVWUjIbPyE/TgY60WQ1aRI/AAAAAAAAAK8/V8GaP2fcXsA/s400/Skids.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-1365586923331883814?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/1365586923331883814/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2011/06/months-18-20-game-planning-and.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/1365586923331883814'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/1365586923331883814'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2011/06/months-18-20-game-planning-and.html' title='Months 18-20: Game Planning and Architecture, Interpersonal Communications, Game Project 1 &amp; 2'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-rOPQg_-wi20/TgY6msIwv0I/AAAAAAAAAKw/W86gabM7y3s/s72-c/Alpha.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-3354535668872446934</id><published>2011-03-27T10:45:00.000-07:00</published><updated>2011-03-27T10:46:17.816-07:00</updated><title type='text'>Month 17: Game Preproduction, Game Tech, Plunder Prototype and Disney Quest</title><content type='html'>A lot to talk about this month, our class started final project , I volunteered at Game Tech and finished working on the Plunder Prototype, then a lot of us got together to go the Disney Quest. I did not have to take speech class this month because I have taken a speech class at my previous college. This does not mean that I do not think it is a valuable class, I believe that speech is an important class to take for anyone who needs a confidence boost or just wants to get better at communicating to many people. &lt;br /&gt;&lt;br /&gt;In GPP, Liam Hislop, Jason Hinders and Justin Gallo taught us the different components of preproduction such as core systems and asset listing. We merged with art students and design students (internal producers) to form three teams under Shattered Studios which is under GP Games, End-Game?, Falcon Fish Productions and Story Time Games. Once we formed our teams that we will be in for the next 5 months we hit the ground running. We flushed out two very good game pitches which we presented to our external producers (Don Smith, Phil Marunowski) who picked one for us to make. The two games were “Umbra’s Rising”, an online fantasy board game, and “Shopping Cart Derby”, a wacky battle-racer which takes place in a supermarket. Casey Coffman is also helping our studio out with sound effects.&lt;br /&gt;&lt;br /&gt;We wound up getting SCD and the whole team is pumped to make a great game. It is difficult at first to jump right into making a game with people you have not met before but its how things usually are in the industry. We worked as a group to make a game design document with our unified vision and had many team building exercises along the way. Michelle Wess, who teaches Design Fundamentals, and Susan Capozza, who teaches Public Speaking, made us do these exercises in order to grow and learn as a team. &lt;br /&gt;&lt;br /&gt;Since my friends and I have been working on “Plunder!” with the Serious Games Club, we were able to volunteer at Game Tech with the help of Chris Keeling. Game Tech is a very interesting convention with many industry professionals from the simulation, training, business and entertainment software industries. I was able to talk to many of them and discuss the different technologies they use on their job. I learned a lot about AI and communication software as well as the Cry Engine. Mark Long of Zombie Studios spoke about Trans-Media and how worlds created in games, movies, books, etc. can be enriched and built upon in any other media. The talk was very inspiring and informative. He even met with us students after the keynote and told us a great deal about the gaming industry and what to expect from the positions that we would want to fill. &lt;br /&gt;&lt;br /&gt;He told us what to expect on tests and that a portfolio is worth more than a resume to him. He said to intern first to get a feel for the company, do more than what’s asked of us and make it clear to our bosses if we are striving for a different position. He said don’t be shy to ask around the office and see what advice people there will give us. There were around 8 students including myself. He told us to write a lot and have a good web presence, which I do with my blog. He mentioned creativeness as being like sexual orientation. We are a little shy when revealing both because we are not sure how other will perceive it, as in they might think it is weird. He mentioned computer sciences as being “Mathematical Archeology”. All the techniques are there already, you just need to find them. He talked about friends in the industry and their different philosophies when creating games. I gained a lot from the experience, learned what was good and what was bad to do in the industry. He mentioned a few things that differ. He mentioned a few things that differ from independent companies to large ones, such as he has more power owning a smaller one. He also told us to start our own companies and make mobile games. He said it will only lead to good things. My impression of him was daunting at first but he spoke to us very openly and talked to us as equals. I would work for his company any day because I know he is honest and has a great attitude and tremendous knowledge for making games. &lt;br /&gt;&lt;br /&gt;The “Plunder!” Prototype was a great success everyone who was involved got together to rejoice in our half-way milestone. There was pizza and good company as we watched the demo and honored individuals who contributed to the project. There was also a lecture on motivation by Justin Gallo. He spoke about the different types of motivation and how we can encourage ourselves to make the biggest, more awesome games.&lt;br /&gt;&lt;br /&gt;There are different ways to do research for a game and still enjoy doing it. I went camping with some friend. During the trip I download the Geo Caching App on my phone and it said there was a capsule nearby. We used the app to try and find it but ran into a few snags along the way. The feedback from the app was inconsistent which made it hard to track when we got closer, we ended up not finding the capsule but still had fun looking for it. A few of my friends and I went to Disney Quest to celebrate the completion of our first month of final project and my birthday which is coming up. There were virtual reality simulators, teamwork games and even a customizable rollercoaster. We had a great experience playing all the different games, both old and new. It was great for research as well as a good time.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-3354535668872446934?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/3354535668872446934/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2011/03/month-17-game-preproduction-game-tech.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/3354535668872446934'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/3354535668872446934'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2011/03/month-17-game-preproduction-game-tech.html' title='Month 17: Game Preproduction, Game Tech, Plunder Prototype and Disney Quest'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-7479972460751643827</id><published>2011-02-27T15:23:00.001-08:00</published><updated>2011-02-27T20:21:54.355-08:00</updated><title type='text'>Month 16: Engine Development 2. Game Networking and More Plunder</title><content type='html'>Wow almost in final project, we are all excited. This month we wrapped up the last core material class and learned a whole lot. In ED2, Matt Norris taught us many useful techniques that pro-game developers use in their own games. In GNW, Darryl Malcomb showed us how to get networking in our games and how the internet works. Those of us on the programming team for Plunder, the pirate-themed education game,&amp;nbsp;also got to present our games this month.&lt;br /&gt;&lt;br /&gt;In ED2, we added tour knowledge of game engines with many techniques. We learned various types of collision and response algorithms and more spatial partitioning systems. We also learned many lighting techniques such as deferred lighting, radiosity, ambient occlusion and normal mapping. We also got a chance to do terrain following.&lt;br /&gt;&lt;br /&gt;We presented the Plunder prototype this month and had great responses. The mini-game I worked on helps students differentiate fragments vs. run-ons. The students do this by correcting a paragraph and then running across it to test their strength of the knowledge. We learned a lot and got to use an engine that took some getting used to, but all in all it was an awesome experience.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://lh5.googleusercontent.com/-zjvhV9wPerU/TWsiKum_aJI/AAAAAAAAAKs/SackjuY25I4/s1600/2DPlat.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="185" l6="true" src="https://lh5.googleusercontent.com/-zjvhV9wPerU/TWsiKum_aJI/AAAAAAAAAKs/SackjuY25I4/s320/2DPlat.PNG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;In GNW, we learned to use WinSock to pass data along a network. We also got to use RakNet and XNA networking APIs. We learned how to use TCP and UDP to send streams and datagrams. We also learned how to use non-blocking sockets. We learned how sockets communicate through ports and how data is sent and received in various methods throughout the internet. We learned about DNS and the services it provides to make web surfing user friendly. We made a chat program and a networking pong clone.&lt;br /&gt;&lt;br /&gt;All and all it’s been a crazy trip and it’s about to get crazier with final project. These last two classes really showed us the ground work that good game modules and engines need to work fast and efficient. I can’t wait to be working on a game in the near future, all our hard work is paying off. The classes were interesting the teachers were cool, overall just another month in game dev.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-7479972460751643827?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/7479972460751643827/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2011/02/month-16-engine-development-2-and-game.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/7479972460751643827'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/7479972460751643827'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2011/02/month-16-engine-development-2-and-game.html' title='Month 16: Engine Development 2. Game Networking and More Plunder'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh5.googleusercontent.com/-zjvhV9wPerU/TWsiKum_aJI/AAAAAAAAAKs/SackjuY25I4/s72-c/2DPlat.PNG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-8293904713952457519</id><published>2011-02-01T10:16:00.000-08:00</published><updated>2011-02-01T10:31:20.973-08:00</updated><title type='text'>Month 15: Artificial Intelligence, Real Time Animation, James Durall, Otronicon, the Global Game Jam and Plunder</title><content type='html'>A lot has happened this month. The classes have been very informative. In Artificial Intelligence, Jeremiah Blanchard taught us how to make realistic NPCs and different techniques AI programmers use to make their game fun and interesting. In Real Time Animation, taught by Shawn Kendall, we got to see things from the artist’s point of view and what they have to deal with to get their 3D animations in a game. James Durall (THQ) also came to the school to share his knowledge with us. Otronicon also rolled around again with interesting technologies and the Global Game Jam rocked out another year. &lt;br /&gt;&lt;br /&gt;In AFI, we learned about many techniques used to get a variety of different behavior from our agents. We discussed decision trees, finite state machines, path planning and genetic algorithms. To top off all that juicy learning we also held a RoboCode tournament on the day of the final where everyone pinned their bot against each other in one-v-one and team battles to find the AI champ. I also programmed a simulation ant farm to test out writing genetic algorithms and the effect of randomness. It was a wonderful experience and I had a ton of fun in this class. &lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/TUhN9hBD5dI/AAAAAAAAAKI/2PSDh5EtRng/s1600/Capture1.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="288" s5="true" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/TUhN9hBD5dI/AAAAAAAAAKI/2PSDh5EtRng/s400/Capture1.PNG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/TUhN_BmHraI/AAAAAAAAAKM/g-_YqX_IEow/s1600/Capture2.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="287" s5="true" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/TUhN_BmHraI/AAAAAAAAAKM/g-_YqX_IEow/s400/Capture2.PNG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;In RTA, we learned about the different animation techniques we can use to get the desired effect in our games. We talked about vertex morphing, articulated animation and skinning. We worked with state machines to change our animations and used blending to create seamless transitions. We also worked in MEL to load animation data from Maya. It was a nice change of view and a good experience to see the challenges of getting animations to work properly in real time. &lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;James Durall came back to Full Sail to share his journey and experience with the students. He told us about all his different jobs (some of which included lots of writing, designing and developing) at all the different companies, some of which went out of business abruptly. He told us that having a good/clean online presence is key to getting recognized. He also told us that reviewing the products of a company before you show up to an interview is important (playing their games, using their tools). He also mentioned how to gain your teams respect by having programming background and being a good communicator. He was very informative and encouraged all of us to work hard and do our best. &lt;br /&gt;&lt;br /&gt;Otronicon was very cool this year. It had all the technologies it had last year and more. There was some good gamer art which blended old school with new school. The military was back and had a operations table set up with people on different computers working together to complete a virtual mission. There was also a virtual shooting range. &lt;span style="font-family: inherit;"&gt;EA Sports brought by their Virtual Playbook which allows correspondents to interact with virtual versions of players in a simulation of a play. It works by rendering 3D images over the live feed. &lt;/span&gt;There was TVs set up with the Kinect and PS Move and a room set up for DJ Hero. There was also an interesting device from Russia called the Virtusphere. The user puts on a headset and steps into the sphere. They see a virtual world and can walk around it by walking in the sphere. It is a very dizzying experience to say the least but a very cool technology none the less. &lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_xCW5OYOAqv0/TUhOzxGLBYI/AAAAAAAAAKQ/A8GNTUR5Cfo/s1600/photo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" s5="true" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/TUhOzxGLBYI/AAAAAAAAAKQ/A8GNTUR5Cfo/s320/photo.jpg" width="240" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/TUhO1S12MNI/AAAAAAAAAKU/ArwLQv6aQZg/s1600/photo2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" s5="true" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/TUhO1S12MNI/AAAAAAAAAKU/ArwLQv6aQZg/s320/photo2.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/TUhO21zhqKI/AAAAAAAAAKY/VqdKHwrJ8tA/s1600/photo3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" s5="true" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/TUhO21zhqKI/AAAAAAAAAKY/VqdKHwrJ8tA/s320/photo3.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_xCW5OYOAqv0/TUhO4LQZxgI/AAAAAAAAAKc/soAvoTc7tBs/s1600/photo4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" s5="true" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/TUhO4LQZxgI/AAAAAAAAAKc/soAvoTc7tBs/s320/photo4.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/TUhO5D7cqFI/AAAAAAAAAKg/LwCL9u8ZL3k/s1600/photo5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" s5="true" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/TUhO5D7cqFI/AAAAAAAAAKg/LwCL9u8ZL3k/s320/photo5.jpg" width="240" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: Calibri;"&gt;The Global Game Jam was fun as always. Everyone worked hard to produce games along the same vision. This years theme was “Extinction”. Our team made “Dynocide: Hu Killed the Dinosaurs IV: Cou De Gras”. The game was about riding your motorcycle through a prehistoric landscape, killing all the dinosaurs. We used Unity and learned a lot about the game object component model. We all had a great time and can’t wait to do it again.&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/TUhQiMKbRWI/AAAAAAAAAKk/l9ItYNfdULk/s1600/Dino.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="250" s5="true" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/TUhQiMKbRWI/AAAAAAAAAKk/l9ItYNfdULk/s400/Dino.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.globalgamejam.org/2011/dinocide-hu-killed-dinosaurs-iv-coup-de-grace"&gt;Download the Game Here!&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;﻿I am part of the education pirate game, Plunder, at the school. I program and do research for the game. It has been a rewarding experience I have been working in a team with Unity and have done research on high school standards and virtual education environments. I have enjoyed working on this project and will be upset when I have to stop working on it when I reach final project. We are looking for more programmers to replace our team when we move on so I have my fingers crossed and am willing to train anyone in Unity.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;So this month had many fun times and many things to learn. All in all it was just another month at Full Sail which is like being in a 2 year long game jam. Only a month away from final project, I can’t wait to build a full game. Take care and have fun that is what’s most important, o ya and get sleep don’t forget that.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-8293904713952457519?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/8293904713952457519/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2011/02/month-15-artificial-intelligence-real.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/8293904713952457519'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/8293904713952457519'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2011/02/month-15-artificial-intelligence-real.html' title='Month 15: Artificial Intelligence, Real Time Animation, James Durall, Otronicon, the Global Game Jam and Plunder'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_xCW5OYOAqv0/TUhN9hBD5dI/AAAAAAAAAKI/2PSDh5EtRng/s72-c/Capture1.PNG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-935928424431504386</id><published>2010-12-20T17:59:00.000-08:00</published><updated>2010-12-28T21:14:48.727-08:00</updated><title type='text'>Month 14: Optimization, Machine Architecture 2 and Megatouch</title><content type='html'>Just finished up the dreaded month of December at Full Sail. There is nothing that will simulate real-world crunch time then December at Full Sail. On a normal month we cram a semester into 4 weeks. On December we cram a semester into 2 weeks. 13 days straight was a challenge that defiantly made us grow. Barry McCall taught us how to benchmark our applications to find hotspots and Gary Miller taught us how to program directly to the hardware to make Game Boy Advance games.&lt;br /&gt;&lt;br /&gt;In Optimization, we used Intel’s V-Tune to detect problem areas in our programs. We learned how to break down complex issues to find what is really causing the problem on either the CPU or GPU. Determining whether your application is compute, I/O, vertex, shader bound or a variety of other boundness is one of the most important parts to cleaning up your program. We also discussed how multi-threading could actually slow down your application as well as how to design your application with optimization in mind.&lt;br /&gt;&lt;br /&gt;In Machine Architecture 2, we used a new environment to program for the GBA. We learned all the different purpose registers and modes the GBA can use. We learned how to burn our game onto a cartridge using a devkit. We learned how important memory and speed are on a handheld device and how little optimizations could help a lot. We had many reading assignments and homework assignments that expanded on each other in order to give us a well-rounded view of programming for the GBA.&lt;br /&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: inherit;"&gt;Some executives from Megatouch came this month and talked to us about finding a job in the industry. They told us what they look for in potential employees. They told us what to say and what not to say and not to be nervous during the interview process. Their advice was very helpful and I am thankful for the Megatouch arcade they have given to Full Sail.&lt;/span&gt;&lt;/div&gt;Even though this month was very hectic, I still feel like I learned a great deal. Not only did I learn valuable optimization techniques but I also learned how to program for a handheld device. I you asked me a month ago if I would be able to program Ninja Gaiden on the GBA, I would have said heck-no. However, know I could answer confidently, yes.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-935928424431504386?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/935928424431504386/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/12/month-14-optimization-and-machine.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/935928424431504386'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/935928424431504386'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/12/month-14-optimization-and-machine.html' title='Month 14: Optimization, Machine Architecture 2 and Megatouch'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-6289560659334021692</id><published>2010-11-20T21:49:00.001-08:00</published><updated>2010-11-20T21:49:38.428-08:00</updated><title type='text'>Month 13: Engine Development 1, Machine Architecture 1 and the Orlando Coding Dojo</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt; 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mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;}&lt;/style&gt; &lt;![endif]--&gt;  &lt;br /&gt;&lt;div class="MsoNormal"&gt;This month we learned a great deal on the structure of software whether it’s within a game or computer. In Engine Development 1, Jonathan Burnside taught us many techniques that come in handy when dealing with the common dilemmas faced when creating a game. In Machine Architecture 1, Ryan Van Dyke taught us how computers deal with memory and how we as programmers can gain access with assembly code.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt; &lt;/div&gt;&lt;div class="MsoNormal"&gt;In Engine Development 1 we covered topics like collision detection, spatial system hierarchies and camera behaviors. We had a refresher on our physics and used many techniques to implement our collision detection. During lab, we would have to write our own solutions for different modules in the engine. A individual project was also assigned in which we got to choose between implementing realistic shadow mapping or replacing a OpenGL rendering module with DirectX. I chose DirectX and learned a good deal of rendering techniques and tricks, as well as how to switch out module and the challenge of the unknown differences.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;In Machine Architecture 1, we got down to bits and bytes again. &lt;span&gt;&amp;nbsp;&lt;/span&gt;We learned how computers store complex numbers and addresses. We learned about the hardware and how it communicates throughout different systems. The labs were in assembly it was interesting to get down to such a basic level dealing directly with registers, the stack and basic functions.&amp;nbsp;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;The second half of the month brought the Orlando Coding Dojo to our school. The dojo consists of programmers of every level coming together for a couple of hours to work on one random exercise in a random language. We go by the “Test Driven Development” ideology. We start by discussing good tactics about structuring the objects and tests. Then pairs come up to the computer in five minutes intervals. The Pilot is the one on the keyboard while the Co-Pilot is the one talking him through it. We don’t focus on completing every single task just as much as we can. At the end talk about what went good and what could have been improved. I learned a lot and had a great time this month.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-6289560659334021692?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/6289560659334021692/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/11/month-13-engine-development-1-machine.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/6289560659334021692'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/6289560659334021692'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/11/month-13-engine-development-1-machine.html' title='Month 13: Engine Development 1, Machine Architecture 1 and the Orlando Coding Dojo'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-87397504294587174</id><published>2010-10-20T16:50:00.000-07:00</published><updated>2010-10-20T16:51:42.503-07:00</updated><title type='text'>Month 12: Software Engineering and OpenGL</title><content type='html'>This month we learned software engineering, scripting, memory management and debugging techniques from Derek Hughes. We also learned OpenGL from the man who wrote the book, literally, Richard Wright. It was a tough month to get through because schedules get all screwed up around this time of the year. We had eight day straight weeks with four day breaks in between. We still learned a lot and the information was fresh in our heads when it came time for tests.&lt;br /&gt;In Software Engineering we coded many useful applications and techniques. The Memory Manager let use organize and distribute our memory directly from the cache, it gave us a lot of practice using bytes and the memory window. We also made a File Archiver which allowed us to pack files into one large file saving on loading time. We used Lua to begin scripting and learned how to call functions at runtime.&lt;br /&gt;&lt;br /&gt;In OpenGL we learned how to utilize the Rendering Interface to make 3D objects and write shaders to make cool materials. We rendered a lot every night from snowmen to solar systems to radars to ships and even molecules. We even learned how to use OpenGL to program for the iPhone. We had to make a project of our choosing throughout the month, I made Bad Mr. Frosty from Clayfighters with dissolving binary falling from the sky and an option for ludicrous speed.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/TL9_8iQv-nI/AAAAAAAAAKA/si4yC1JeAY0/s1600/LakeBinary.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" ex="true" height="240" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/TL9_8iQv-nI/AAAAAAAAAKA/si4yC1JeAY0/s320/LakeBinary.PNG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;I learned a whole bunch this month, the books were supper helpful and the teachers were very knowledgeable. Well it’s just going to get harder from here. Wish me luck guys, thanks.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-87397504294587174?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/87397504294587174/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/10/month-12-software-engineering-and.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/87397504294587174'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/87397504294587174'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/10/month-12-software-engineering-and.html' title='Month 12: Software Engineering and OpenGL'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_xCW5OYOAqv0/TL9_8iQv-nI/AAAAAAAAAKA/si4yC1JeAY0/s72-c/LakeBinary.PNG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-600522497481292821</id><published>2010-10-20T15:34:00.000-07:00</published><updated>2010-10-20T15:36:16.967-07:00</updated><title type='text'>Halo and Kinect</title><content type='html'>It’s been another crazy, high-pace month at Full Sail. Amongst the odd schedule which arose from GDC Austin, we had some guest speakers from &lt;em&gt;Bungie&lt;/em&gt; and &lt;em&gt;Microsoft&lt;/em&gt;. Kerry Allen and Christopher Willoughby presented their game, &lt;em&gt;Kinect&lt;/em&gt; &lt;em&gt;Adventures&lt;/em&gt;, which is going to be bundled with the device. It was cool seeing Kerry present because I had the pleasure of working with him in a game jam back in my first month. Josh Hamrick, a Bungie developer who worked on &lt;em&gt;Halo: Reach&lt;/em&gt;, came and played with us in the auditorium.&lt;br /&gt;&lt;br /&gt;Chris and Kerry showed us how a game utilizes Kinect with the tool program for skeleton tracking. They also showed us a demo of the technology with Kinect Adventures. They played through an adventure which consisted of mini-games like water rafting and an obstacle course. They also showed us how players can jump in and out of the screen and Kinect will sensor their body and bring in their avatar and even take pictures while the players are in funny poses. They also spoke about the importance of networking in the industry, a value which every speaker I have heard cannot stress enough.&lt;br /&gt;&lt;br /&gt;Josh Hamrick spoke at the school but a lot of students had class during his presentation so he made it up to us by playing Reach with us the night before in the auditorium until early morning. We brought in huge televisions and Xboxes. We played many matches and fought bravely, but alas the mighty Hamrick (iamtylerdurden) foiled our attempts. Playing with my fellow classmates and teachers was a blast and a very rewarding experience. It was an awesome night I won’t soon forget and the most fun I had at school. &lt;br /&gt;&lt;br /&gt;&lt;u&gt;A Note on GDC and Networking:&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;Rob Coble held a meeting to brief students who were going to GDC. I attended the meetings because I plan on going to GDC at some point. He gave a lot of good tips on networking at huge events like GDC.&lt;br /&gt;&lt;br /&gt;1. Ask Questions&lt;br /&gt;2. Be Confident&lt;br /&gt;3. Talk about yourself and connect with people&lt;br /&gt;4. Socialize&lt;br /&gt;5. Practice Professionalism and Respect&lt;br /&gt;6. Don’t be a Swag whore&lt;br /&gt;7. Don’t Linger and Hover around the same people&lt;br /&gt;8. Don’t be dumbass and piss people off&lt;br /&gt;9. Don’t be Shy &lt;br /&gt;10. And most importantly, Have Fun&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-600522497481292821?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/600522497481292821/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/10/halo-and-kinect.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/600522497481292821'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/600522497481292821'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/10/halo-and-kinect.html' title='Halo and Kinect'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-3441238796436425698</id><published>2010-10-12T02:12:00.000-07:00</published><updated>2010-10-12T02:12:50.764-07:00</updated><title type='text'>Month 11: Structure of Game Production Part 2</title><content type='html'>This month we finished up our game, Spectrum. It was a long month with many struggles to pull through, but in the end we had an awesome game. Cooperating functionally as a team took some time to get used to, but we were able to work things out and not get hung up on blaming each other.&lt;br /&gt;We encountered some hard to find bugs this month. We had a heap curroption which was caused by releasing a reference to the same object more times than nessesary. We also had installer version errors which was eventually tracked down to an overwritten function that was not declared virtual. During the second week of Sprint 4 we swaped games with another group in order to do testing. We had to write up bug reports for the team we were testing for and fix our own fair share of bugs.&lt;br /&gt;&lt;br /&gt;On the last day we held an expo showcaseing our games. This was a great experiance because we knew that there were things wrong with our game but when people sat down to play it they had a lot of fun. A had a great time and learned a lot these last 2 months.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/TLQl_LDlEaI/AAAAAAAAAJg/eY2HjMQTzFo/s1600/dive.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" ex="true" height="80" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/TLQl_LDlEaI/AAAAAAAAAJg/eY2HjMQTzFo/s400/dive.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/TLQmMMgA2YI/AAAAAAAAAJk/Bbr4NgycbQA/s1600/hunter.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" ex="true" height="108" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/TLQmMMgA2YI/AAAAAAAAAJk/Bbr4NgycbQA/s320/hunter.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/TLQmZNB9I5I/AAAAAAAAAJo/BOUMAsiOGfI/s1600/monster.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" ex="true" height="200" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/TLQmZNB9I5I/AAAAAAAAAJo/BOUMAsiOGfI/s200/monster.png" width="175" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-3441238796436425698?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/3441238796436425698/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/10/month-11-structure-of-game-production.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/3441238796436425698'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/3441238796436425698'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/10/month-11-structure-of-game-production.html' title='Month 11: Structure of Game Production Part 2'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_xCW5OYOAqv0/TLQl_LDlEaI/AAAAAAAAAJg/eY2HjMQTzFo/s72-c/dive.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-1519644087030432012</id><published>2010-08-30T18:34:00.000-07:00</published><updated>2010-10-12T02:28:01.902-07:00</updated><title type='text'>Month 10: Operating Systems and Structure of Game Production Part1</title><content type='html'>This month we had a lot of work. First in OPS, Gary Miller taught us how operating systems are designed and structured. He also introduced us to multithreaded programming. In SGP1 we began design and production on a group game called Spectrum. John O’Leske, Rob Martinez, Ron Powell and Sean Hathaway all lead us through industry standard production cycles while we put together this game from scratch.&lt;br /&gt;&lt;br /&gt;In OPS, we learned about operating systems and how they use multithreaded programming in order to have seamless functionality and user interfaces. During Lecture Gary told us of the old ways computers functioned as well as their evolution and his experiences in the industry over the years. The book was a little hard to understand at times but the more you read the more it makes sense and the more ready you will be for the weekly quizzes and the final. In lab we tackled classic multithreaded problems which had Gary’s own modern twists. The “Dining-Philosophers” problem became the “Not Enough Alcohol at the Party” problem. We even got to work on Pong again except this time we set up multithreaded simulations of variable amounts of players and games.&lt;br /&gt;&lt;br /&gt;In SGP1, we split up into groups of 4-5 people to work on games we prototyped in ROG. The class is broken up into sprints (2 weeks) were each team member is assigned user stories that they are responsible for getting down on time, the amount of user stories accomplished as well as effort determines how much money (fictional, represents grade) your team gets in the end of the sprint. The first 2 weeks were designing and documenting everything we wanted in our game. We had to be extremely descriptive using other products as examples. These documents ended up being more than 100 pages long which means we had little sleep during that sprint. The next 2 weeks were building tools we would use to create assets for our game. For Spectrum we had, Albert Jen doing the Tile Editor, Tyler Berry doing the Animation Editor, yours truly working on the Particle Editor and Mac Reichelt working in the code base to get our game up and running. We also had to spin the wheel of misfortune (a tool used to inject chaos into the class). We spun Dev Blog and Dress Code which meant that we had to keep a &lt;a href="http://group3studios.wordpress.com/"&gt;daily blog of our progress&lt;/a&gt; and now have to dress professionally when we show up for class. Other possible spins include Localization (to a foreign country) and Team Swap, switching a random team member with another team for the sprint.&lt;br /&gt;&lt;br /&gt;I am looking forward to this month were we only have to worry about SGP it will be a lot of work and many hours not sleeping but I think we will have an awesome game when all is said and done.&lt;br /&gt;&lt;br /&gt;Here are some pix of my Particle Editor:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/TLQpqg3zmAI/AAAAAAAAAJs/rDpDCX4On-0/s1600/Img1.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" ex="true" height="287" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/TLQpqg3zmAI/AAAAAAAAAJs/rDpDCX4On-0/s400/Img1.PNG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/TLQprwGadxI/AAAAAAAAAJw/ysBUvLeFVsg/s1600/Img2.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" ex="true" height="287" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/TLQprwGadxI/AAAAAAAAAJw/ysBUvLeFVsg/s400/Img2.PNG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/TLQpscSAnQI/AAAAAAAAAJ0/1MItd4I3_mc/s1600/Img3.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" ex="true" height="287" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/TLQpscSAnQI/AAAAAAAAAJ0/1MItd4I3_mc/s400/Img3.PNG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/TLQpsopZ15I/AAAAAAAAAJ4/O0ZtMYICJnc/s1600/Img4.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" ex="true" height="287" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/TLQpsopZ15I/AAAAAAAAAJ4/O0ZtMYICJnc/s400/Img4.PNG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/TLQptJv26HI/AAAAAAAAAJ8/7u4AFHtnVHk/s1600/Img5.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" ex="true" height="287" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/TLQptJv26HI/AAAAAAAAAJ8/7u4AFHtnVHk/s400/Img5.PNG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-1519644087030432012?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/1519644087030432012/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/08/month-10-operating-systems-and.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/1519644087030432012'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/1519644087030432012'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/08/month-10-operating-systems-and.html' title='Month 10: Operating Systems and Structure of Game Production Part1'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_xCW5OYOAqv0/TLQpqg3zmAI/AAAAAAAAAJs/rDpDCX4On-0/s72-c/Img1.PNG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-4180419683204749066</id><published>2010-08-01T14:01:00.000-07:00</published><updated>2010-08-30T18:02:52.651-07:00</updated><title type='text'>Month 9: Rules of the Game and Structure of Game Design</title><content type='html'>This month we got to make two games, one by ourselves in SGD and another with a group in ROG. We learned a great of what makes up a game including ways to increase the fun factor. In ROG Steve Vanzandt showed us how to use Game Maker to make prototypes and introduced us to Unity. In SGD David Brown (worked on the menu system in 50-Cent&amp;nbsp;Bulletproof)&amp;nbsp;showed us how to make professional games including menus, installers and a variety of other features.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;In ROG I got put on a group with Vincent Biancardi and Kahran Ghosalkar. We all worked really hard all Month to make our game, Infestation. We split up the tasks evenly and remained as organized as possible. We had lots of chances to test our game on different groups of people to see the areas that we needed to focus on. We even got a chance to present our game and do postmortem at the end of the month. Two weeks into production Valve released Alien Swarm, we noticed how our game held many similarities to it and laughed about it the rest of the month. The game takes place in a radioactive town infested with giant insects. The player must maneuver their squad and use various weapons and formations to battle through hordes of insects. They must slaughter all to find a way out.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_xCW5OYOAqv0/TFXgq62wBNI/AAAAAAAAAJQ/oYDt6zJyULY/s1600/IP.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" bx="true" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/TFXgq62wBNI/AAAAAAAAAJQ/oYDt6zJyULY/s320/IP.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;Paper Model&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/TFXfuDjQoAI/AAAAAAAAAIo/qj03uGKhTmY/s1600/I4.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" bx="true" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/TFXfuDjQoAI/AAAAAAAAAIo/qj03uGKhTmY/s320/I4.PNG" /&gt;&lt;/a&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/TFXfhVvZrPI/AAAAAAAAAIQ/yAutpJG1Z9M/s1600/I1.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" bx="true" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/TFXfhVvZrPI/AAAAAAAAAIQ/yAutpJG1Z9M/s320/I1.PNG" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/TFXflrJYguI/AAAAAAAAAIY/380N7wPNhTA/s1600/I2.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" bx="true" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/TFXflrJYguI/AAAAAAAAAIY/380N7wPNhTA/s320/I2.PNG" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_xCW5OYOAqv0/TFXfp5fUMBI/AAAAAAAAAIg/No7K_2fqq_A/s1600/I3.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" bx="true" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/TFXfp5fUMBI/AAAAAAAAAIg/No7K_2fqq_A/s320/I3.PNG" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;In SGD I had a chance to make a game on my own (with help from friends and instructors). I was inspired by the old Terminator Midway arcade game as well as The Matrix. So I made The Terminatrix (Terminator + The Matrix). Only at the end of the month did I bother to Google Terminatrix and found that the name had been taken by a Japanese soft-core porn movie about a robot dominatrix killing machine (Terminator + Dominatrix). Had I know that at the beginning of development I would have changed the name. So my advice is Google early, Google often. My game is a top-down shooter where you can search, shoot and blast your way through waves of enemies and obtain powerups along the way.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/TFXgKlYbU2I/AAAAAAAAAJI/te0mP12WRXY/s1600/T4.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" bx="true" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/TFXgKlYbU2I/AAAAAAAAAJI/te0mP12WRXY/s320/T4.PNG" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/TFXgEcy3VUI/AAAAAAAAAIw/7i71XJ8uh50/s1600/T1.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" bx="true" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/TFXgEcy3VUI/AAAAAAAAAIw/7i71XJ8uh50/s320/T1.PNG" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_xCW5OYOAqv0/TFXgGssFm-I/AAAAAAAAAI4/w5Z1BCb1apE/s1600/T2.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" bx="true" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/TFXgGssFm-I/AAAAAAAAAI4/w5Z1BCb1apE/s320/T2.PNG" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/TFXgIqyUljI/AAAAAAAAAJA/NTD-kUCsDIs/s1600/T3.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" bx="true" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/TFXgIqyUljI/AAAAAAAAAJA/NTD-kUCsDIs/s320/T3.PNG" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-4180419683204749066?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/4180419683204749066/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/08/month-9-rules-of-game-and-structure-of.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/4180419683204749066'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/4180419683204749066'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/08/month-9-rules-of-game-and-structure-of.html' title='Month 9: Rules of the Game and Structure of Game Design'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_xCW5OYOAqv0/TFXgq62wBNI/AAAAAAAAAJQ/oYDt6zJyULY/s72-c/IP.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-1782230299733923121</id><published>2010-07-02T12:31:00.000-07:00</published><updated>2010-07-02T12:31:50.560-07:00</updated><title type='text'>3 of My Favorite Games and Why I Enjoyed Them</title><content type='html'>&lt;div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"&gt;&lt;strong&gt;&lt;u&gt;Final Fantasy Tactics:&lt;/u&gt;&lt;/strong&gt;&lt;/div&gt;&lt;div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/TC47lu5FCHI/AAAAAAAAAGw/ilyI935AIX4/s1600/final_fantasy_tactics_psp_003%5B1%5D.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="267" rw="true" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/TC47lu5FCHI/AAAAAAAAAGw/ilyI935AIX4/s400/final_fantasy_tactics_psp_003%5B1%5D.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;1. Micromanaging formation gives the player full control on the challenges increasing emersion.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/TC471WqqWEI/AAAAAAAAAG4/ZUzNsCnxO1o/s1600/final-fantasy-tactics-21%5B1%5D.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="378" rw="true" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/TC471WqqWEI/AAAAAAAAAG4/ZUzNsCnxO1o/s400/final-fantasy-tactics-21%5B1%5D.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;2. Leveling up, learning abilities and mastering jobs rewards the player and keeps them wanting more. &lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"&gt;&lt;img border="0" height="297" rw="true" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/TC4799aD5lI/AAAAAAAAAHA/oZVc6pAaMeg/s400/map%5B1%5D.jpg" width="400" /&gt;&lt;/div&gt;&lt;div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"&gt;3. Very extensive gameplay (50-80hrs) keeps them playing for a while.&lt;/div&gt;&lt;div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"&gt;&lt;img border="0" height="227" rw="true" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/TC48ewU8AvI/AAAAAAAAAHI/Z7_F6LOVRsw/s400/Final-Fantasy-Tactics--The-War-of-the-Lions-1%5B1%5D.jpg" width="400" /&gt;&lt;/div&gt;&lt;div class="separator" style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none; clear: both; text-align: center;"&gt;4. Very cool and powerful characters reward the player’s hard work with rare items and attributes.&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 5. Multiple strategies allows for the player to play through using and strategy they want.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;strong&gt;&lt;u&gt;Psychonauts: &lt;/u&gt;&lt;/strong&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/TC48_s73jhI/AAAAAAAAAHY/2NdIEn7OnQk/s1600/psychonauts%5B1%5D.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" rw="true" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/TC48_s73jhI/AAAAAAAAAHY/2NdIEn7OnQk/s400/psychonauts%5B1%5D.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;1. Funny characters and story keep the player entertained and wanting more.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_xCW5OYOAqv0/TC486yYTDJI/AAAAAAAAAHQ/yh-bnXA5shg/s1600/Psychonauts%5B1%5D.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="262" rw="true" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/TC486yYTDJI/AAAAAAAAAHQ/yh-bnXA5shg/s400/Psychonauts%5B1%5D.gif" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;2. Cool powers and abilities give control and power to the player.&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/TC49J2jCTBI/AAAAAAAAAHg/uxkoCpOA3ZE/s1600/Psychonauts%2520-%2520Doors%5B1%5D.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" rw="true" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/TC49J2jCTBI/AAAAAAAAAHg/uxkoCpOA3ZE/s400/Psychonauts%2520-%2520Doors%5B1%5D.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;3. Exploring various worlds in peoples’ minds immerses the player and gives a wide variety of levels and challenges. &lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 4. Just-right balance of difficulty allows for any one, young or old, to play through the whole game without&amp;nbsp; losing interest.&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_xCW5OYOAqv0/TC49ew0XDZI/AAAAAAAAAHo/43TJWx8d4vk/s1600/psychonauts-screenshot%5B1%5D.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="297" rw="true" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/TC49ew0XDZI/AAAAAAAAAHo/43TJWx8d4vk/s400/psychonauts-screenshot%5B1%5D.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;5. Surreal themes with extreme colors give eye candy to the player and control their emotions while developing the theme.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;strong&gt;&lt;u&gt;Grand Theft Auto:&lt;/u&gt;&lt;/strong&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;strong&gt;&lt;u&gt;&lt;/u&gt;&lt;/strong&gt;&amp;nbsp;1. Max freedom, min consequences gives the player absolute freedom and enjoyment.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;img border="0" height="280" rw="true" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/TC4-GBcU3eI/AAAAAAAAAHw/Cdie1gOu3j4/s400/grand_theft_auto_san_andreas%5B1%5D.jpg" width="400" /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;2. Adult content and issues make the game feel more like real life, increasing emersion.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;img border="0" height="320" rw="true" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/TC4-RT3XnoI/AAAAAAAAAH4/4karuMjXHW8/s400/070403_cb_grandtheftautoex%5B1%5D.jpg" width="400" /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;3. Variety of vehicles and weaponry allow for maximum fun and choices on what the player can use.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;img border="0" height="305" rw="true" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/TC4-ZrakOfI/AAAAAAAAAIA/wC0EX9ubly8/s400/grand-theft-auto-chinatown-wars-firetruck%5B1%5D.jpg" width="400" /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;4. Mini-games / Side missions give the player extra quests to undertake if they wish. &lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;img border="0" height="225" rw="true" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/TC4-iM3Q0pI/AAAAAAAAAII/OKQbGVegQXg/s400/grand-theft-auto-4-multiplayer-screenshot-big%5B1%5D.jpg" width="400" /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;5. Mission/Area variety keeps ever mission fresh and exciting and keeps them playing. &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-1782230299733923121?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/1782230299733923121/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/07/3-of-my-favorite-games-and-why-i.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/1782230299733923121'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/1782230299733923121'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/07/3-of-my-favorite-games-and-why-i.html' title='3 of My Favorite Games and Why I Enjoyed Them'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_xCW5OYOAqv0/TC47lu5FCHI/AAAAAAAAAGw/ilyI935AIX4/s72-c/final_fantasy_tactics_psp_003%5B1%5D.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-3240006644594722861</id><published>2010-06-27T14:39:00.000-07:00</published><updated>2010-08-03T15:19:46.838-07:00</updated><title type='text'>Month 8: DirectX &amp; Software Architecture</title><content type='html'>I just got done with my eight month here at Full Sail. This month I had DirectX and Software Architecture. DirectX was hard but we learned a great deal. In Software Arch we began looking at whole systems and how to plan out our code. It seems as though the heat is being turned up from here on out and now the classes will get really intense.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;In DirectX we learned to use the computer’s devices directly. Wendy taught us to implement sound, graphics and input. We learned how to get input from controllers, render mesh and terrain with lighting using shaders. The class was pretty difficult compared to our past classes but in turn we learned a lot more from the mistakes we made. Remembering physics and linear algebra will help out a lot. The midterm and finals are difficult but it’s important not to get discouraged. I came to realize that some of the things I was doing wrong came from the same mistakes so I learned to check a few things first whenever something went awry. Now I always ask myself “Is the syntax right?” “Is it spelled correctly?” “Is it being called?” and “What is it filled with? (Garbage? Null?)” whenever I start debugging. &lt;br /&gt;&lt;br /&gt;In Software Arch Frosty taught us design patterns and how to make UML diagrams. We used Visual Paradigm to make UML diagrams such as class, sequence and case. We also learned design patterns like Singleton, Composite and Factory Method. We implemented these in lab by applying them to game code. We also learned about the different ways of developing a game like Waterfall, eXtreme and SCRUM.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-3240006644594722861?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/3240006644594722861/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/06/month-8-directx-software-architecture.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/3240006644594722861'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/3240006644594722861'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/06/month-8-directx-software-architecture.html' title='Month 8: DirectX &amp; Software Architecture'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-82524033338144008</id><published>2010-06-26T14:31:00.000-07:00</published><updated>2010-06-26T14:31:44.086-07:00</updated><title type='text'>Memento Design Pattern</title><content type='html'>Design patterns, when dealing with software architecture, utilize the different principles of object oriented programming such as abstraction, encapsulation and inheritance to solve design and structural problems and create more efficient code. One such pattern is Memento, and it can be a very useful one when applied to game design.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The memento pattern allows us to take a snapshot of an object and pass it off to another object for later reference. This is usually accomplished with three objects, the originator, the caregiver and the memento. The originator is the object which has the data we would like to save. The caregiver is the object acting on the originator and receives the snapshot of the originator. The memento is the black box between them which actually is the copy of the data.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/TCZxXyDaKYI/AAAAAAAAAGA/bUKdRUn94mk/s1600/Generic+Memento.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" ru="true" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/TCZxXyDaKYI/AAAAAAAAAGA/bUKdRUn94mk/s320/Generic+Memento.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;To visualize this pattern better let’s compare it to backing up work which you are currently working on. In this example, the originator is the current file which has the data which needs to be backed up before it can be changed. The caregiver is you, the user, the one who will receive the duplicate and then continue to work and make changes to the original. The memento is the backup itself, a snapshot of the file, unaltered, ready to be reopened when need be.&lt;br /&gt;&lt;br /&gt;The memento pattern utilizes encapsulation but can break it by accessing class variables directly with a memento class that is a friend of the caretaker or originator. It also utilizes abstraction and reusability by giving us a snapshot of an object at runtime. We can respond to a variety of situations depending on this data. This method is good for utilizing features similar to undo and redo, where reverting to a previous instance is desirable. It can also be used for simulations that require less randomness and more response to hard data. &lt;br /&gt;&lt;br /&gt;In games this pattern can be used to implement saving the game by obtaining a memento containing the necessary data to reload the game from a specific point. Another method it can also be used for, in conjunction with the command pattern, is to stack commands and perform sets of actions the same way more than once. It can be used for memory and puzzle games to remember guesses and positions as well as combo counting. &lt;br /&gt;&lt;br /&gt;When it comes to games, design patterns can be used in a variety of different ways, sometimes not in the same exact way as they were originally intended for. However this is what makes them a great asset in that we can pick, choose, mix and match what is right for a specific situation and put our own spin on it. So experiment with design patterns like memento and don’t feel bad if the first few times you can’t find a good way to use it. Learn from implementations but more importantly learn from trying and making mistakes.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-82524033338144008?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/82524033338144008/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/06/memento-design-pattern.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/82524033338144008'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/82524033338144008'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/06/memento-design-pattern.html' title='Memento Design Pattern'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_xCW5OYOAqv0/TCZxXyDaKYI/AAAAAAAAAGA/bUKdRUn94mk/s72-c/Generic+Memento.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-2629899576959866950</id><published>2010-06-14T19:11:00.000-07:00</published><updated>2010-06-14T19:11:52.118-07:00</updated><title type='text'>Red Dead Redemption</title><content type='html'>To meet some of the developers who worked on this title would have remained just a dream for me. However, these great guys came back to the school that taught them so much to give students like me hope and advice. They touched on a variety of subjects, no stone left unturned. They talked about their influences movies, books and games. They talked about the issues they faced and how it’s impossible to make a perfect game. They also talked about how they deal with the long hours and the methods they use to relax.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;They talked about the features and how they had to cut back on many ideas. The physical area of the game was just a quarter of their initial scope! They also mentioned how some of the best features just come about on a whim, like the beginning draw in multiplayer deathmatch. They talked about the benefits and struggles of using Rockstar’s internal engine, RAGE.&lt;br /&gt;&lt;br /&gt;However most importantly they talked about how they were in our shoes just a few years ago. Some of them were friends and were able to vouch for each other when it came to their interview. But no matter how each individual got their opportunity to work at Rockstar their message was the same. Networking is the most important skill you can develop, and you should start sharpening it at school. They said no matter how much they work and argue about code at the end of the day they are doing what they love and can still go grab a beer with each other after work.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-2629899576959866950?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/2629899576959866950/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/06/red-dead-redemption.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/2629899576959866950'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/2629899576959866950'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/06/red-dead-redemption.html' title='Red Dead Redemption'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-5150144016859488829</id><published>2010-06-13T18:49:00.000-07:00</published><updated>2010-06-13T18:49:38.440-07:00</updated><title type='text'>Month 7: 3D Content Creation &amp; Windows Programming 2</title><content type='html'>Last month I had 3D Content Creation with Josh Fox and Windows Programming 2 with Chuck Rainey. We continue to learn new things everyday. In 3DCC we got a taste of the Artist's struggle when creating assets for games. In WP2 we learned how to make tools, such as tile editors, to help us create games.&lt;br /&gt;&lt;br /&gt;3DCC started out with us learning the content pipeline and basic animation terms. We then got first hand experiance designing models with Maya and levels with Unreal Editor. These tools were very complex but we got a good grasp on their basics from modeling to animation to lighting to texturing. We even coded an exporter to get models from Maya mesh files.&lt;br /&gt;&lt;br /&gt;We shifted gears in WP2. Where in WP1 we were focused on Windows based games, in WP2 we were more focused on creating tool to help in the development process. It was a nice change of pace from all the games and simulations we have been writing. It gave us a chance to learn a new skill and to create good self-made tools to have in our&amp;nbsp;programming belts. We utilized the Windows Forms in order to do this and even made our own&amp;nbsp;custom controls like a graphics panel and tool window.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-5150144016859488829?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/5150144016859488829/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/06/month-7-3d-content-creation-windows.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/5150144016859488829'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/5150144016859488829'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/06/month-7-3d-content-creation-windows.html' title='Month 7: 3D Content Creation &amp; Windows Programming 2'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-4809760999641969061</id><published>2010-04-30T09:00:00.000-07:00</published><updated>2010-07-01T17:59:27.132-07:00</updated><title type='text'>Month 6: Windows Programming 1, Historical Archetypes and Mythology</title><content type='html'>Just finished up my 6th month at Full Sail. I am a quarter of the way done with my degree program. By now I am used to the workload and hours. This month we had Windows Programming 1 taught by Chuck Rainey and Rob Muscarella were we learned how to make C-Style Win32 Applications. We also had Historical Archetypes and Mythology taught by Pauline Pedersen and Mark Pursell were we learned many of the world’s great myths as well as how to analyze stories. Dave Arneson, the creator of Dungeons &amp;amp; Dragons, aided this class in design. &lt;br /&gt;&lt;br /&gt;In Windows Programming 1 we got a chance to make some games like Tick-Tac-Toe and Pong. We had 2 weeks to make Pong and were encouraged to put our own spin on it either with a theme or gameplay. Many students used bitmaps, sprite sheets and special abilities of their favorite game. Others worked on unique AI, collision detection and physics. I implemented a picture guessing game as my Pong. For the final we had to fix a broken program and make Warcraft Risk.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/TC05p6KytUI/AAAAAAAAAGQ/J3t59FAHg5U/s1600/Pong.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="233" rw="true" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/TC05p6KytUI/AAAAAAAAAGQ/J3t59FAHg5U/s400/Pong.PNG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;Pongtionary - this is my version of pong where the player must reveal a picture by scoring points and then guess the picture.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;In Historical Archetypes and Mythology we learned about creation myths, Joseph Campbell’s Hero Cycle and Archetypes. We got to find out our own Archetypes as well as come up with our own creation myth. We also had a chance turn our favorite heroes into antiheros and make a game that had the Hero Cycle. He learned about Shamanism, Celtic &amp;amp; Norse myths (Beowulf, Dagda the Good), Asian &amp;amp; Indian myths (Shinto, The Ramayana), Greek myths (The Odyssey), Middle Eastern myths (Gilgamesh, Osiris) as well as King Arthur, Heraldry and color symbolism.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-4809760999641969061?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/4809760999641969061/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/04/month-6-windows-programming-1.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/4809760999641969061'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/4809760999641969061'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/04/month-6-windows-programming-1.html' title='Month 6: Windows Programming 1, Historical Archetypes and Mythology'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_xCW5OYOAqv0/TC05p6KytUI/AAAAAAAAAGQ/J3t59FAHg5U/s72-c/Pong.PNG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-330315159212941135</id><published>2010-03-30T11:22:00.000-07:00</published><updated>2010-07-01T18:12:07.761-07:00</updated><title type='text'>Month 5: Data Structures, Flash Workshop and Ethics and Psychology</title><content type='html'>I just finished my fifth month at Full Sail. The classes are getting tougher but the material is also becoming more interesting. The drive to learn is pushing me farther along and making me enjoy the work that much more. I took a flash workshop on Sundays taught by Mike Arlington. He challenged us to make our own game by the end of the month and I am proud to say that I have finished the mechanics for mine (However, I am no artist and am in need of some better assets). He also taught us how to but our games online and make money off them.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/TC08XnOn2qI/AAAAAAAAAGo/wozBQYIlOmE/s1600/ICUH.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="323" rw="true" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/TC08XnOn2qI/AAAAAAAAAGo/wozBQYIlOmE/s400/ICUH.PNG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;I Crush Ur Head - This is my flash game where the player must click on the head of pedestrians in order to crush their heads. (inspired from the Kids In The Hall skit)&lt;br /&gt;&lt;br /&gt;Rodney taught us data structures. He is a very cool guy who went through the course when he was younger. He gave hard tests that really pushed us to know the material. We would have to know how to draw the data structures and how all their operations functioned. Rodney kept us laughing throughout the month and gave us projects such as Simon and Boggle. &lt;br /&gt;&lt;br /&gt;Lance “Doc” Percy taught us psychology. He told us that it could help us in three areas, character development, industry communication/marketing, and self-improvement. We learned about the three schools of western psychology. We also had to incorporate the theories we learned into characters as part of a story we wrote in groups. We took different kinds of personality tests and learned a lot about ourselves. We also discussed many movie and game characters as well as watched some funny, interesting videos.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-330315159212941135?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/330315159212941135/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/03/month-5-data-structures-flash-workshop.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/330315159212941135'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/330315159212941135'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/03/month-5-data-structures-flash-workshop.html' title='Month 5: Data Structures, Flash Workshop and Ethics and Psychology'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_xCW5OYOAqv0/TC08XnOn2qI/AAAAAAAAAGo/wozBQYIlOmE/s72-c/ICUH.PNG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-2268546127773532338</id><published>2010-03-20T17:16:00.000-07:00</published><updated>2010-03-20T17:17:34.526-07:00</updated><title type='text'>Johnny Cupcakes</title><content type='html'>This past week I had the pleasure of attending a lecture by Johnny Cupcakes, at Full Sail Live. It was a great experience to hear his story and tips for running a business. Johnny said that there are different ways of thinking and making money but he always went with his gut and took lots of risks to bring him success. He also discussed many of his struggles and things he wished he had known when he was growing his business.&lt;br /&gt;&lt;br /&gt;Johnny always wanted to do things himself, but soon found out that delegating tasks was an important part of growing with your business. He mentioned that going into business with friends was not always a good ides. He emphasized that “to make money, you have to spend money” and the more detail you put into the little things the more you build an experience that your clients will remember.&lt;br /&gt;&lt;br /&gt;Johnny also emphasized the importance of first impressions, spending your time wisely (giving yourself extra time if needed), appealing to a wide audience, keeping your employees happy, ensuring your products longevity, location and utilizing your community (keeping it personal) and the Internet. We watched his webisodes off johhnycupcakes.com about the development and events at his stores. He mentioned that he has been able to keep people interested in his brand by making limited edition items and not selling out to large corporations. He exclaimed “people like what they can’t have” or what nobody has. &lt;br /&gt;&lt;br /&gt;Johnny has done many promotions such as contests and sales. He has taken many risks, put work before play and has taken the not so common path but it has worked out for him greatly. He always wanted his customers to relive the past through his shirts and style. He loves what he does and will continue to grow his businesses. I have learned a lot and had a great time at the lecture, at the end he gave out prizes to students who could answer questions about old Nickelodeon shows.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-2268546127773532338?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/2268546127773532338/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/03/johnney-cupcakes.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/2268546127773532338'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/2268546127773532338'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/03/johnney-cupcakes.html' title='Johnny Cupcakes'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-7462151085919757440</id><published>2010-02-27T10:16:00.000-08:00</published><updated>2010-02-27T10:16:11.078-08:00</updated><title type='text'>Month 4: Physics and Programming 3</title><content type='html'>I just finished my forth month at Full Sail. Half my class from last month did not pass those classes so my class for physics was about half in size, and there were some new faces in programming 3 those who took it last month and did not pass. As the work gets tougher it becomes harder to keep your grade at the point where you want it, however with increased studying, in office hours, before class with classmates or by one's self, the work does not seem unmanageable. And of course it helps if you love what you are learning. &lt;br /&gt;&lt;br /&gt;We had Mr. Bahin again for physics and he still kept us laughing even though many students were falling asleep in his class due to the fact that the nights before we had class until 1am and had to be in his class by 9am (that's Full Sail for you). He taught us well and did not overload us with work. We had many simulations to program which included friction, gravity and collisions. The lab assistants were very helpful as usual.&lt;br /&gt;&lt;br /&gt;For programming 3 we had Arthur Johnson, a very enthusiastic man who taught at UCF (University of Central Florida). He taught us a lot about what to do on interviews and how to be an efficient programmer during different situations. Everyday a question box would pop up, randomly, on the projector with a random student's name and generate a question based on the topics we covered the class before. If the student would get the question wrong they would lose ten GPS (Global Professionalism Standard) points. After the question, which were pretty difficult if the student did not study, the generator would produce a movie/game trivia question to lighten the mood back up. Each lad in PG3 would be based somewhat on the lab before that. This means that through the whole month we made a simple tank game and learned all the different implementations of what we could put in a game from cheat flags to sound to cell based images and even high score displays. Also if you are going into PG3 be ready to learn a lot about file input/output.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-7462151085919757440?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/7462151085919757440/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/02/month-4-physics-and-programming-3.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/7462151085919757440'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/7462151085919757440'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/02/month-4-physics-and-programming-3.html' title='Month 4: Physics and Programming 3'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-3092597382896091115</id><published>2010-02-01T09:47:00.000-08:00</published><updated>2011-01-31T23:53:24.555-08:00</updated><title type='text'>Month 3: Linear Algebra, Programming 2 and my first Global Game Jam</title><content type='html'>In linear algebra we learned the basics of how math applies to programming in games. We had to make transformation simulations, among others, and our own vector and matrix math functions library. The lab assistants were very helpful as usual. Our professor, Richard Bahin, was very knowledgeable and always made the class fun and interesting giving us real world examples and telling us what we need to know when we apply for industry jobs.&lt;br /&gt;&lt;br /&gt;Programming 2 was more complicated than programming 1 but we learned a lot more about classes and dynamic memory. Our professor, Justin Tackett, would give us assignments to make programs that one would find in games. We always had a great time coming up with hilarious spells for Wizard characters like "Summon Beans" and the such. The lab techs were awesome as well.&lt;br /&gt;&lt;br /&gt;In my first Global Game Jam I worked with a team of 7 other people, from artists to programmer to producers and designers, to make a game in 48 hours. Our team "Lost Sheep" worked very hard for the duration of the jam everyone got along with each other and we were able to produce an awseome, working game in the end, "Shogun's Shadow". It is a side scrolling 2 player platformer were the goal is to be the first ninja to kill the shogun by avoiding the lights and decapatating him.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_xCW5OYOAqv0/TC07OKtXB8I/AAAAAAAAAGY/-_JOwQdyeXQ/s1600/Shogun.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="232" rw="true" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/TC07OKtXB8I/AAAAAAAAAGY/-_JOwQdyeXQ/s400/Shogun.PNG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/TC07VHZt-UI/AAAAAAAAAGg/XkOUIq6I3LA/s1600/Shogun2.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="232" rw="true" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/TC07VHZt-UI/AAAAAAAAAGg/XkOUIq6I3LA/s400/Shogun2.PNG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://globalgamejam.org/2010/shoguns-shadow"&gt;Download the Game Here!&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-3092597382896091115?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/3092597382896091115/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/02/month-3-linear-algebra-programming-2.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/3092597382896091115'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/3092597382896091115'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/02/month-3-linear-algebra-programming-2.html' title='Month 3: Linear Algebra, Programming 2 and my first Global Game Jam'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_xCW5OYOAqv0/TC07OKtXB8I/AAAAAAAAAGY/-_JOwQdyeXQ/s72-c/Shogun.PNG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-3602940913438477437</id><published>2010-01-15T17:00:00.000-08:00</published><updated>2010-01-15T17:00:19.732-08:00</updated><title type='text'>Otronicon 2010</title><content type='html'>I just came back from my first gaming/technology convention, &lt;i&gt;Otronicon&lt;/i&gt; at the &lt;i&gt;Orlando Science Center&lt;/i&gt;. After killing some zombies in &lt;i&gt;Left 4 Dead&lt;/i&gt; in the LAN room, my friends and I got to experience the birth of videogames by playing &lt;i&gt;Pong&lt;/i&gt; on a genuine &lt;i&gt;Atari 2600.&lt;/i&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/S1DxZ5UciSI/AAAAAAAAACQ/2ADSqtW8_Us/s1600-h/IMG_0268.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/S1DxZ5UciSI/AAAAAAAAACQ/2ADSqtW8_Us/s320/IMG_0268.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;Next, we went to the second level. The first exhibit we saw was the &lt;i&gt;Evolution of the Mac.&lt;/i&gt; They had old &lt;i&gt;Macintosh &lt;/i&gt;computers all lined up on a shelf. We also saw a dancing fountain that made water dance to music. We even got to meet the programmer. &lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1D_kiNf6gI/AAAAAAAAACY/hMqXT1AP5CA/s1600-h/IMG_0254.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1D_kiNf6gI/AAAAAAAAACY/hMqXT1AP5CA/s200/IMG_0254.JPG" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/S1D_nob0oDI/AAAAAAAAACg/wkuSOBJvR0E/s1600-h/IMG_0255.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/S1D_nob0oDI/AAAAAAAAACg/wkuSOBJvR0E/s200/IMG_0255.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;span id="goog_1263595393983"&gt;&lt;/span&gt;&lt;span id="goog_1263595393984"&gt;&lt;/span&gt;Afterwards, we jammed out at the &lt;i&gt;Rock Band Experience&lt;/i&gt;. An auditorium set up with stage and &lt;i&gt;Rock Band&lt;/i&gt; equipment. The game was projected on a large screen behind the band; each player had his or her own monitor, as well. The game had many songs to choose from, our band,&lt;i&gt; The Grim Pirates,&lt;/i&gt; did &lt;i&gt;In Bloom by Nirvana&lt;/i&gt;. &lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1EAZ8El9kI/AAAAAAAAACo/96MQQSSURuA/s1600-h/IMG_0257.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1EAZ8El9kI/AAAAAAAAACo/96MQQSSURuA/s320/IMG_0257.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;There were many flight simulations from helicopters to jets with realistic cockpits and controls. &lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_xCW5OYOAqv0/S1EA4Gs35CI/AAAAAAAAACw/TuMCvrHhlkM/s1600-h/IMG_0259.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/S1EA4Gs35CI/AAAAAAAAACw/TuMCvrHhlkM/s200/IMG_0259.JPG" /&gt;&lt;/a&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/S1EBA2_rlmI/AAAAAAAAAC4/pXqV9kkC8n0/s1600-h/IMG_0260.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/S1EBA2_rlmI/AAAAAAAAAC4/pXqV9kkC8n0/s200/IMG_0260.JPG" /&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1EBSGTIhQI/AAAAAAAAADA/gRFi5J5BuNk/s1600-h/IMG_0261.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1EBSGTIhQI/AAAAAAAAADA/gRFi5J5BuNk/s200/IMG_0261.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;There were driving simulations as well. &lt;i&gt;PHENIX Design Group, Inc &lt;/i&gt;made one were they actually used a real &lt;i&gt;Scion V8 &lt;/i&gt;and put in a seat that would simulate driving more realistically with movement. Another one was made by &lt;i&gt;Full Sail &lt;/i&gt;it was called &lt;i&gt;Stunt Racer.&lt;/i&gt; This simulation would let the player drive ridiculously fast, make insane jumps and drive up walls while still reacting like a real car.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/S1ECBAperfI/AAAAAAAAADI/wV7ZZF-kIZY/s1600-h/IMG_0262.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/S1ECBAperfI/AAAAAAAAADI/wV7ZZF-kIZY/s200/IMG_0262.JPG" /&gt;&lt;/a&gt;&lt;a href="http://3.bp.blogspot.com/_xCW5OYOAqv0/S1ECIsfNTPI/AAAAAAAAADQ/zOWOCZTVZHA/s1600-h/IMG_0282.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/S1ECIsfNTPI/AAAAAAAAADQ/zOWOCZTVZHA/s200/IMG_0282.JPG" /&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1ECWq4eGdI/AAAAAAAAADY/86BXFARIFlw/s1600-h/IMG_0264.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1ECWq4eGdI/AAAAAAAAADY/86BXFARIFlw/s200/IMG_0264.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;i&gt;&amp;nbsp;Lockheed Martin&lt;/i&gt; had some touch screen tables with games like&lt;i&gt; Simon Says&lt;/i&gt; and &lt;i&gt;Tick-Tak-Toe &lt;/i&gt;as well as a cool robotics team game controlled from computers. &lt;i&gt;Google Earth&lt;/i&gt; also had a cool table to look anywhere in the world.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1EC5Py4gKI/AAAAAAAAADg/V7_MJWd7pdo/s1600-h/IMG_0266.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1EC5Py4gKI/AAAAAAAAADg/V7_MJWd7pdo/s200/IMG_0266.JPG" /&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1EC_EBAKMI/AAAAAAAAADo/hNoGjEYBvuU/s1600-h/IMG_0280.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1EC_EBAKMI/AAAAAAAAADo/hNoGjEYBvuU/s200/IMG_0280.JPG" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/S1EDFErF6TI/AAAAAAAAADw/DvEhSK6O3WY/s1600-h/IMG_0284.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/S1EDFErF6TI/AAAAAAAAADw/DvEhSK6O3WY/s200/IMG_0284.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;There was also &lt;i&gt;Medical Sim City,&lt;/i&gt; which had the latest in medical technology for training surgeons and nurses. Such as the &lt;i&gt;da Vinci&lt;/i&gt; machine, a stitching trainer, a simulated patient and wireless conferencing for doctors during procedures. &lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/S1EJMaiRmbI/AAAAAAAAAD4/dzDZ5aSVxno/s1600-h/IMG_0275.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/S1EJMaiRmbI/AAAAAAAAAD4/dzDZ5aSVxno/s200/IMG_0275.JPG" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/S1EJSnCT6jI/AAAAAAAAAEA/ipRTGRAtp84/s1600-h/IMG_0277.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/S1EJSnCT6jI/AAAAAAAAAEA/ipRTGRAtp84/s200/IMG_0277.JPG" /&gt;&lt;/a&gt;&lt;a href="http://3.bp.blogspot.com/_xCW5OYOAqv0/S1EJZY9iHbI/AAAAAAAAAEI/1R6CZOkxcVQ/s1600-h/IMG_0281.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/S1EJZY9iHbI/AAAAAAAAAEI/1R6CZOkxcVQ/s200/IMG_0281.JPG" /&gt;&lt;/a&gt;&amp;nbsp; &lt;br /&gt;&lt;/div&gt;The military was also present to show off their training simulations. These included &lt;i&gt;M-16s &lt;/i&gt;with air cartridges to make realistic recoil, a game that lets you pilot any military vehicle in a virtual world and a robot that could be controlled with a &lt;i&gt;Wii-Remote. &lt;/i&gt;&lt;br /&gt;&lt;span id="goog_1263595394022"&gt;&lt;/span&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1EJz73t29I/AAAAAAAAAEQ/06MPOM1x61Y/s1600-h/IMG_0283.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1EJz73t29I/AAAAAAAAAEQ/06MPOM1x61Y/s200/IMG_0283.JPG" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/S1EKBVVsZpI/AAAAAAAAAEY/2ciw9SvE2RU/s1600-h/IMG_0295.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/S1EKBVVsZpI/AAAAAAAAAEY/2ciw9SvE2RU/s200/IMG_0295.JPG" /&gt;&lt;/a&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/S1EKIf_BkwI/AAAAAAAAAEg/vh2Um2kpm_o/s1600-h/IMG_0301.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/S1EKIf_BkwI/AAAAAAAAAEg/vh2Um2kpm_o/s200/IMG_0301.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;Other cool exhibits included a giant chessboard, a painting simulation which was pretty close to the real thing and of course a costume contest which means you will find a storm trooper.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/S1EKt9F-u5I/AAAAAAAAAEo/CdU8UdPoPtY/s1600-h/IMG_0279.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/S1EKt9F-u5I/AAAAAAAAAEo/CdU8UdPoPtY/s200/IMG_0279.JPG" /&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1EK4WPLEQI/AAAAAAAAAEw/s_jwOaV1NIg/s1600-h/IMG_0287.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1EK4WPLEQI/AAAAAAAAAEw/s_jwOaV1NIg/s200/IMG_0287.JPG" /&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1ELCGXUgLI/AAAAAAAAAE4/ZgEqLh8rODo/s1600-h/IMG_0288.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1ELCGXUgLI/AAAAAAAAAE4/ZgEqLh8rODo/s200/IMG_0288.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&amp;nbsp;The third floor had the &lt;i&gt;Artronica Gallery&lt;/i&gt; which had a lot of nice art made by students at &lt;i&gt;Full Sail &lt;/i&gt;including character sculptures. One artist showed us how he made his work in &lt;i&gt;Maya.&lt;/i&gt; Inspired we signed up for a 3D animation workshop and got to play around with some pretty cool characters.&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_xCW5OYOAqv0/S1ELr-FMweI/AAAAAAAAAFQ/5ApEegztUKc/s1600-h/IMG_0273.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/S1ELr-FMweI/AAAAAAAAAFQ/5ApEegztUKc/s200/IMG_0273.JPG" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/S1ELh9u2oFI/AAAAAAAAAFI/juJU_F3VxSc/s1600-h/IMG_0272.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/S1ELh9u2oFI/AAAAAAAAAFI/juJU_F3VxSc/s200/IMG_0272.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1ELY2mFUlI/AAAAAAAAAFA/9SVD4XR_vZU/s1600-h/IMG_0269.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1ELY2mFUlI/AAAAAAAAAFA/9SVD4XR_vZU/s320/IMG_0269.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;The forth floor had some older games and also had the best new games available. There were tournaments in games like &lt;i&gt;Super Smash Bros.&lt;/i&gt; They had the new &lt;i&gt;Super Mario Bros&lt;/i&gt; for the Wii as well as&lt;i&gt; Call of Duty: Modern Warfare 2&lt;/i&gt;, &lt;i&gt;Uncharted 2: Among Theives,&lt;/i&gt; and &lt;i&gt;Tekken 6.&lt;/i&gt; We ended our day with on online interview with some game developers at &lt;i&gt;Armor Game&lt;/i&gt;. They told us valuable information on what it takes to make a great flash game and how to deal with crazy schedules in the industry. &lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/S1EOXXGdDNI/AAAAAAAAAFY/reu-VTI1D3g/s1600-h/IMG_0297.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/S1EOXXGdDNI/AAAAAAAAAFY/reu-VTI1D3g/s200/IMG_0297.JPG" /&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1EOeG8MfDI/AAAAAAAAAFg/FuFRE57Dshw/s1600-h/IMG_0298.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/S1EOeG8MfDI/AAAAAAAAAFg/FuFRE57Dshw/s200/IMG_0298.JPG" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/S1EOkfUoLqI/AAAAAAAAAFo/MYuIkwbX5FI/s1600-h/IMG_0304.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/S1EOkfUoLqI/AAAAAAAAAFo/MYuIkwbX5FI/s200/IMG_0304.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Overall I had a great day and I owe it to &lt;i&gt;Full Sail&amp;nbsp; &lt;/i&gt;for giving me the day off of school to check our their event. It was an awesome experience and I cannot wait to go to more conventions. I learned a lot today, but one thing for certain, if their is a will and a need for the technology, no matter what that need is, there will be someone solving the problem and coming up with creative and innovative solutions.&amp;nbsp; &lt;br /&gt;&lt;span id="goog_1263595394023"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-3602940913438477437?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/3602940913438477437/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/01/otronicon-2010.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/3602940913438477437'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/3602940913438477437'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/01/otronicon-2010.html' title='Otronicon 2010'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_xCW5OYOAqv0/S1DxZ5UciSI/AAAAAAAAACQ/2ADSqtW8_Us/s72-c/IMG_0268.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-7113885485643168512</id><published>2010-01-03T18:01:00.000-08:00</published><updated>2010-01-03T18:01:21.475-08:00</updated><title type='text'>Month 2: Calculus, Trig, Programming 1 and My 1st Game Jam</title><content type='html'>I have just completed my second month at Full Sail University during which I had two classes, Calculus &amp;amp; Trigonometry which was instructed by Shane Saeidi, and Programming 1 instructed by Doug Monroe. Both classes required us to learn a lot about a complex subject in a crammed amount of time, especially because it was December, when everyone gets a two week vacation (longest break you get at Full Sail) at the end of the month so the workload was even more jammed.&lt;br /&gt;&lt;br /&gt;Doug and Shane both were excellent in their jobs to teach us the material. Doug found ways to help us relate to the tedious fundamentals of C++, and Shane would teach us the important parts of Calculus while making us feel smart enough to keep up with all the work. In the end both instructors made some of the dullest subjects fun and easy to learn. Whenever someone did not understand, help was offered not just from the instructors but from other students, who were more familiar with the subjects, outside of class.&lt;br /&gt;&lt;br /&gt;After a four-hour lecture during the day we would spend another four hours in lab working hard at night. In Calculus we would just do problem after problems the lab work would turn to homework if you did not finish it, which was usually the case seeing as you have around seventy-five questions to get through.&amp;nbsp; In programming we would write programs that would teach us the principles. The lab assistants in both subjects were knowledgeable and friendly. They would help our brain understand when we thought it was already full to the max. &lt;br /&gt;&lt;br /&gt;As if the forty-hour weeks (and one fifty-hour week) were not enough for me I took it upon myself to join the 24-hour Game Jam at Full Sail. On one Saturday around 8 programmers from different months in the program were trapped in a building and had to create a game in 24 hours. I was a great experience, no sleep just work. It really made us prove ourselves. We all just were coding, designing and eating cold pizza and stale donuts all day. The guys I met and worked with all had great attitudes and wanted to do their best when it came down to work.&lt;br /&gt;&lt;br /&gt;Hitting milestones every few hours was difficult and when problems stopped the whole production we were left sitting waiting to get back to work. It really felt like I was working for a game company everyone was professional, but humorous as well, and we all felt like we were contributing to something we all thought would be fun. I defiantly will be signing up again.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-7113885485643168512?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/7113885485643168512/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2010/01/month-2-calculus-trig-programming-1-and.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/7113885485643168512'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/7113885485643168512'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2010/01/month-2-calculus-trig-programming-1-and.html' title='Month 2: Calculus, Trig, Programming 1 and My 1st Game Jam'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-6380205947537998295</id><published>2009-12-28T19:55:00.001-08:00</published><updated>2009-12-28T19:55:53.814-08:00</updated><title type='text'>Roads and Video Games</title><content type='html'>Roads and video games are two very different things with very different purposes. Video games let us play in a different world and roads get us from one place to another in the real one. However in this essay I will look at one aspect in which I believe they are very similar, design. &lt;br /&gt;&lt;br /&gt;Both roads and video games need a thoroughly planned out blueprint for how they will be made. Dealing with roads these are quite literal blueprints, in video games these come in the form of design documents. During the building process these blueprints need to be split up and distributed to the team. If a plan cannot be met, due to regulations, guidelines or just harsh reality, the design must change, whether you are dealing with cement and metal or code ad pixels.&lt;br /&gt;&lt;br /&gt;The type and purpose of roads and video games play an important role in their design. Is it a street? Highway? Freeway? Is it a platformer? Shooter? RPG? What is the goal? Should the player/driver have a lot of choices? Are there a lot of traffic lights? Are left turns or u-turns allowed?&amp;nbsp; Can the player jump? Is it as simple as a straight racetrack with one purpose and no speed limit or as complex as streets in a big city? The streets in GTA4 are unique because they use actual street designs from New York to create the free roaming feel of the game and relate the player/driver to the map. &lt;br /&gt;&lt;br /&gt;There are other factors that should be considered in design. For roads the sizes of the vehicles that will be driving on it are important, height/weight limitations, size of lanes, bridges and tunnels with games the size of the characters and other objects relate greatly with the overall goal and efficiently. Thinking of the paths and destinations of the player/driver is crucial, how will they get there? How long will it take them (average playtime)? How far do they travel? Is there parking (save points)? How many? &lt;br /&gt;&lt;br /&gt;The results of the design decisions made will relate directly to the efficiency and popularity of the roads/games. If the roads are hard to navigate the driver cannot make it to their destinations, they will become frustrated, similar to having bad camera controls in a game, and have to take out their anger by playing a game like Road Rash or Burnout. However if the choices were thought out and implemented successfully then when the driver is cruising down the street they do not realize that they are driving, similar to how a great game submerges the player into the game.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-6380205947537998295?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/6380205947537998295/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2009/12/roads-and-video-games.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/6380205947537998295'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/6380205947537998295'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2009/12/roads-and-video-games.html' title='Roads and Video Games'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-2455414977131334194</id><published>2009-11-22T15:26:00.000-08:00</published><updated>2009-11-22T15:27:05.705-08:00</updated><title type='text'>Resident Evil Degeneration: An Overall Analysis</title><content type='html'>The makers of &lt;em&gt;Resident Evil: Degeneration&lt;/em&gt; wanted to make a movie that felt like the game series and kept its animation style instead of live action as with the previous movies. Although the movie has some issues with voice acting and lighting it is able to stay true to the Resident Evil culture. With a plot all too familiar in the movies, animation that makes the viewer feel as if they are there and special features, Degeneration is a nice addition to the series.&lt;br /&gt;&lt;br /&gt;The plot follows the same structure as most of the movies and game. Terrible accident, virus spreads, evil people who work for big companies have mysterious motives. So the ones who have dealt with this madness before are sent into the company’s headquarters, which looks like a level in a video game, the virus breaks out there so they must blow it up and escape. Even the trusty advice from the games, “Destroy their brains, shoot em’ in the head” , is present to make the viewer feel more like they are playing the games. &lt;br /&gt;&lt;br /&gt;The animation in the movie is visually pleasing and makes the movie really feel like the game. The scene when an airplane crashes into the airport looks extremely realistic. The undead creatures kept the same feel as they did in the game. However since it is a movie they were able to show more personality and wilder actions. The movie tries to keep the dark feel of the games but some scenes feel as if they are too dark and what you are suppose to see is not very clear.&lt;br /&gt;&lt;br /&gt;The voice acting is nothing spectacular for a movie but is up to par with most voice acting in games. Some lines do not seem to align with the characters’ lips perhaps due to the translation from Japanese. The dialog also seems a little dull for movies but in the same ballpark as games. The dialog of the little girl in the movie seems very mature for her age and makes it clear that the actress playing her voice is an adult.&lt;br /&gt;&lt;br /&gt;The special features on the DVD are loaded with interesting material. A “making of” short film, interviews and trailers let the viewer get deeper into the movie. Voice bloopers are ridiculously funny and are a nice humorous extra. The character profiles give the viewer more insight on the backstory of the characters of Resident Evil and a preview of &lt;em&gt;Resident Evil 5&lt;/em&gt; gives hardcore fans a little extra.&lt;br /&gt;&lt;br /&gt;The makers of Degeneration wanted to show that Resident Evil the way it is can be good enough to be a movie. The understood that the hardcore fans would be expecting a lot from them and they did their best to give them what they wanted, more zombies more action and more story to continue from the game world. As a movie Degeneration is nothing special but as a part of the Resident Evil saga it is a very nice touch.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-2455414977131334194?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/2455414977131334194/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2009/11/resident-evil-degeneration-overall.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/2455414977131334194'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/2455414977131334194'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2009/11/resident-evil-degeneration-overall.html' title='Resident Evil Degeneration: An Overall Analysis'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-179969363005665627</id><published>2009-11-22T09:58:00.000-08:00</published><updated>2009-11-22T09:58:20.237-08:00</updated><title type='text'>Original 3D Assets</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_xCW5OYOAqv0/Swl5pFyveyI/AAAAAAAAABs/k5n91j3f95g/s1600/Bottle.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/Swl5pFyveyI/AAAAAAAAABs/k5n91j3f95g/s320/Bottle.jpg" yr="true" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;"Crunktastic Bottle"&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;I modeled this bottle after the Olde English 800 bottle.&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/Swl68iYYLuI/AAAAAAAAAB8/iiDqa8Z5wN8/s1600/Dice2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/Swl68iYYLuI/AAAAAAAAAB8/iiDqa8Z5wN8/s320/Dice2.jpg" yr="true" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;"Green Die"&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/Swl7XyESkSI/AAAAAAAAACE/8UjyzVfOzbM/s1600/Hydrant2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/Swl7XyESkSI/AAAAAAAAACE/8UjyzVfOzbM/s320/Hydrant2.jpg" yr="true" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;"Hydrant"&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;I modeled this hydrant after ones found in New York City.&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-179969363005665627?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/179969363005665627/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2009/11/original-3d-assets.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/179969363005665627'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/179969363005665627'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2009/11/original-3d-assets.html' title='Original 3D Assets'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_xCW5OYOAqv0/Swl5pFyveyI/AAAAAAAAABs/k5n91j3f95g/s72-c/Bottle.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-7932922528432928519</id><published>2009-11-21T15:46:00.001-08:00</published><updated>2009-11-21T15:47:17.437-08:00</updated><title type='text'>Game Design Fundamentals</title><content type='html'>I have just completed my first month at Full Sail last week. My first class was Game Design Fundamentals instructed by Michelle Wess with lab specialists Ian Davis, Chad Coup and Angela Patane. This class has been the most fun I ever had attending college. It is not to say that there was not a lot of work on the contrary we were assigned PowerPoint presentations, Design Analyses and even a Preliminary Game Document for a game we created in groups through the entire month. Because the material was what everyone was interested in, it was easy and fun to do the work&lt;br /&gt;&lt;br /&gt;The lectures and labs were very interesting. We discussed story structure, character types, level design, player interactivity, marketing and working in the industry. The instructors and lab specialists were very helpful and explained things in ways that we, as gamers, would understand easily. They gave us great feedback and were always positive. They made us do many teambuilding exercises which would help us grow as a team. By the end of the class everyone felt like good friends including the instructors. &lt;br /&gt;&lt;br /&gt;The guys I was assigned with are really cool and hardworking we did not have many differences in our vision of our game, which had to consist of 3 randomly assigned items and a random genre. On the last day of class we had to pitch our games to the class as if they were potential investors. Even though 1 of our members overslept and we had to go on without him we still got the majority of the class vote and won the contest (much to our shock). We were not mad at him because we all knew that even if we did not win we did a lot of work together and had a blast doing it.&lt;br /&gt;&lt;br /&gt;The skills I have learned in this class have encouraged me to work on projects outside of school and have really allowed me to get a feel for the industry. I know I am cut out to work in games and this class has proven my worth to myself. Even though I am aware that the workload will increase drastically I am up to the challenge because of this class.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-7932922528432928519?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/7932922528432928519/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2009/11/game-design-fundamentals.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/7932922528432928519'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/7932922528432928519'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2009/11/game-design-fundamentals.html' title='Game Design Fundamentals'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-7825154804351119495</id><published>2009-11-21T08:08:00.000-08:00</published><updated>2009-11-21T08:08:09.213-08:00</updated><title type='text'>Original 2D Art</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_xCW5OYOAqv0/SwgMRb-XdrI/AAAAAAAAAA8/xkaYSypBswA/s1600/Blocks.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/_xCW5OYOAqv0/SwgMRb-XdrI/AAAAAAAAAA8/xkaYSypBswA/s320/Blocks.jpg" yr="true" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;"Blocks"&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;I created this picture to show how manmade and nature interact with each other using simple squares.&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_xCW5OYOAqv0/SwgM_0EzTTI/AAAAAAAAABE/Wz3TjQquzKo/s1600/Colors.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_xCW5OYOAqv0/SwgM_0EzTTI/AAAAAAAAABE/Wz3TjQquzKo/s320/Colors.jpg" yr="true" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;"Colors"&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;I created this picture when I was playing around with colors and exclusions.&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/SwgNy9xqSFI/AAAAAAAAABM/fmJhmxEqIHc/s1600/Manhappy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/SwgNy9xqSFI/AAAAAAAAABM/fmJhmxEqIHc/s320/Manhappy.jpg" yr="true" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;"Manhappy"&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;I created this picture to try and capture how manmade and nature coincide in Manhattan using simple squares. The face in the middle is suppose to be Central Park.&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/SwgOqHap8_I/AAAAAAAAABU/1tnWjQ9GfnA/s1600/Squares.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/SwgOqHap8_I/AAAAAAAAABU/1tnWjQ9GfnA/s320/Squares.jpg" yr="true" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;"Square Units"&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;I created this picture while playing around with squares and exclusions.&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_xCW5OYOAqv0/SwgPH3SOw4I/AAAAAAAAABc/Ppnyk7wwXLE/s1600/SU.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_xCW5OYOAqv0/SwgPH3SOw4I/AAAAAAAAABc/Ppnyk7wwXLE/s320/SU.jpg" yr="true" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;"Super Unit"&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;I created this picture while playing around with circles, exclusions and opacity.&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_xCW5OYOAqv0/SwgPkLrTm6I/AAAAAAAAABk/m5uNYwtqJVE/s1600/WongFlower.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_xCW5OYOAqv0/SwgPkLrTm6I/AAAAAAAAABk/m5uNYwtqJVE/s320/WongFlower.jpg" yr="true" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;"Wong Flower"&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;I created this picture of a flower using all 8 of Wucius Wong's principles of shape interaction.&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-7825154804351119495?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/7825154804351119495/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2009/11/original-2d-art.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/7825154804351119495'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/7825154804351119495'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2009/11/original-2d-art.html' title='Original 2D Art'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_xCW5OYOAqv0/SwgMRb-XdrI/AAAAAAAAAA8/xkaYSypBswA/s72-c/Blocks.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-7076904478663892299</id><published>2009-11-20T13:04:00.000-08:00</published><updated>2009-11-21T15:16:59.494-08:00</updated><title type='text'>de Blob: An Analysis of the Visual/Audio Interface, Level Design and Overall Effectiveness</title><content type='html'>Many developers try hard to make their game open to a wide audience, challenging and entertaining while still giving the player a good amount of control and freedom. The developers of &lt;em&gt;de Blob&lt;/em&gt; found a fine balance by using every aspect of the game to meet these goals. Although &lt;em&gt;de Blob&lt;/em&gt; has some minor faults, including a unique control scheme that may take some getting used to, no save feature within a level, some strange camera angles and small bugs that include a buzzing screen when trying to start a z-jump and barrels that sometimes sink into the floor, it never lets the player get stuck in a small space and prevails in visual/audio interface, level design and overall effectiveness.&lt;br /&gt;&lt;br /&gt;The overall theme and gameplay of &lt;em&gt;de Blob&lt;/em&gt; creates appeal for a wide audience. It is oppression of self-expression and the fight to take it back set in a comical cartoon reality. The bright colors and cartoon aspect appeals to young children. While the revolutionary and graffiti/urban aspect attracts a more mature audience. The exploration style of gameplay can be compared to &lt;em&gt;Marc Eckō's Getting Up: Contents Under Pressure&lt;/em&gt;. The humor can also be appreciated by both young and old audiences, at the start of level 3: Downtown, a cutscene shows an Inky news report about the coloring of the statue of Inky and a witness identifies Blob with a poor hand drawing, while words scroll on the bottom of the screen in the Inkies’ language which looks like barcodes. Even though the characters are not speaking any earthly language the player can still understand what is happening due their actions and tones. The way Blob interacts with his environment is simply by touching it, similar to &lt;em&gt;Katamari Damacy&lt;/em&gt;. These things help make the player feel submerged in the game world regardless of age.&lt;br /&gt;&lt;br /&gt;The challenge and reward system in &lt;em&gt;de Blob&lt;/em&gt; is designed in balance. If the player completes a challenge on their first attempt they will be rewarded with extra color energy allowing them to progress through the level quicker. If they fail a challenge they can prepare and do better the next time. In the slums of Downtown in level 3, small streams of ink are set up just far away enough from water so when the player gets inked they will run out of health right before they reach the salvation of water, however they can acquire many lives throughout the level. The levels also have a time limit but by collecting time bonuses from completing tasks the player can increase their playtime.&lt;br /&gt;&lt;br /&gt;Unique obstacles, increasing difficulty, powerups and mini-levels can increase the fun factor and keep the game from becoming repetitious. Ramps and pumps send the player flying through the air and into things to paint while floors made out of fire, electricity and spikes hinder the player’s progress. As the player goes through the game, levels will get longer and more difficult with stronger and more numerous enemies as well as tougher challenges. Placing water next to paint or many targetable objects next to each other also increases difficulty. Even colors can increase difficulty; it can be difficult to see Paintbots among Raydians or many Paintbots can be in close proximity to each other, this can result in a player obtaining a color the player does not wish to have adding a frustrating and intentional element of carefulness midway through the game. Secret missions (mini-levels) will also get harder and will require the player to not only use a variety of colors but also all the jumping techniques they have become familiar with, such is the case in the secret missions Miles O’ Silos and Billboard-o-rama.&lt;br /&gt;&lt;br /&gt;From the start the player feels a sense of freedom and control. The player can scribble on the load, menu, pause and tutorial screens with the 7 colors present in the game. They can also choose the type of music, like funky or smooth, and color nearly everything in an area. Large environments and the ability to jump, wall jump, z-jump and climb all around allow the player to really explore the areas. Giving the player the option of when to finish a level, as well as the “Free Paint” and “Blob Party” (multiplayer) modes adds to this feeling.&lt;br /&gt;&lt;br /&gt;The visual interface of &lt;em&gt;de Blob&lt;/em&gt; is a big part of submersing the player. Mixing colors helps the player remember color combinations. The trail that Blob leaves behind him can serve as a reminder of where the player has already been as well as adding to the overall colorfulness. By jumping to high vantage points, like the top of the Financial District in level 2, allows the player to see if they have missed a spot. Colors can even have meanings, like when the player is asked to give the Raydians hope by painting the slums blue in level 3. Paint tankers let Blob become super colorful for a short period of time in which he will change color every 2 seconds and stay at one hundred paint point no matter what he does. He will also have some faded urban symbols (such as skulls) and bright lights of color coming out of him. The arrow that follows him will also change in color with Blob and grow bigger. The player is also rewarded with more color to feast their eyes upon giving them a sense of accomplishment, similar to &lt;em&gt;Okami&lt;/em&gt;. When the player cleans all the ink out Chroma Dam in level 4, giant colorful fish start to leap all around. Even the levels in the level selection screen change from dull to colorful when a level is completed. Many color, map and pattern combinations make every screen shot and dramatic camera angle look artistic and unique.&lt;br /&gt;&lt;br /&gt;The audio interface of &lt;em&gt;de Blob&lt;/em&gt; helps the color paint a picture for the player. Whenever Blob paints something a musical element is heard depending on the color used, a “whamp” sound is heard if he is colorless. These sounds blend with and change depending on the music, red plays saxophone, blue plays guitar, brown plays scratch and breaks etc. Cymbals are heard at the end of z-jump sequences. When the player takes over landmarks, like the Church of Inktology or the Raydian Reeducation Center, they transform from boring black and white structures to funky colorful ones while bongos are heard and paint splashes the screen. When Blob gets inked, the music changes to a sluggish sound so the player will be inclined to seek water quickly.&lt;br /&gt;&lt;br /&gt;The level design in &lt;em&gt;de Blob&lt;/em&gt; also helps to submerse the player while giving them freedom and control. At the beginning of a level Blob pops out through a closed drain, looks at the screen and shows that he is ready for action. At the end of a level jazzy music is played and Blob does a victory dance before diving straight down into a drain and vanishing into the underground. Levels are big and are split up into different sections creating large and unique environments for the player to explore. Completing a challenge will usually lead the player to a new one. Levels are set up so the player who just wants to get to the end as fast as possible is able to do so, but the player who wants to collect all the Styles, color everything, complete all the challenges and liberate all the Graydians to achieve all the awards will find some of his ventures quite challenging. Finding a high point in each level to paint the blimp, finding and painting all the billboards and trees and figuring out how to paint buildings that are surrounded by others on all sides, like in level 1: Last Resort, all add a degree of extra challenge. This can lead to long gameplay and a frustrated perfectionist player, however unlocking all the extra features, like concept art and movies, does not require 100% completion of a level, just a gold medal. The player will always find a life when they might need it, before or after a tough situation, and they will find water near an area with enemies in order not to lose a life.&lt;br /&gt;&lt;br /&gt;The developers of &lt;em&gt;de Blob&lt;/em&gt; understood the challenge of making a well balanced game that can appeal to a wide audience while still giving the player freedom and control. Many developers have tried to pull this off, but the people at &lt;em&gt;Blue Tongue&lt;/em&gt; and &lt;em&gt;Helixe&lt;/em&gt; were successful with &lt;em&gt;de Blob&lt;/em&gt;. Using colors, sounds, actions and level design to bring the player into the game they were able to keep the game challenging, entertaining and original from beginning to end.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-7076904478663892299?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/7076904478663892299/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2009/11/analysis-of-visualaudio-interface-level.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/7076904478663892299'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/7076904478663892299'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2009/11/analysis-of-visualaudio-interface-level.html' title='de Blob: An Analysis of the Visual/Audio Interface, Level Design and Overall Effectiveness'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2444517202286537959.post-1163410918470372564</id><published>2009-11-20T12:59:00.000-08:00</published><updated>2009-11-20T12:59:14.004-08:00</updated><title type='text'>Welcome</title><content type='html'>Welcome to my blog page, I have created this blog to post my ideas and opinions on designs and development. I am taking Game Development at Full Sail University in Central Florida. I have just completed my first month in the school and I am pleased to tell anyone who is considering Full Sail as an option for school that it is a great environment for creative hardworking people who want to get the education and experience they need to work in the entertainment industry. They have great outlets for students who are trying to get a head start such as Accelerated Programs, Clubs, Career Development, Workshops and Work Study. The students and faculty are friendly and professional. I will post some of the work I am doing as well as a review of my classes. Even if you are not planning to go to Full Sail, you might find the information on this blog interesting.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2444517202286537959-1163410918470372564?l=jleybovichdd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jleybovichdd.blogspot.com/feeds/1163410918470372564/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jleybovichdd.blogspot.com/2009/11/welcome.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/1163410918470372564'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2444517202286537959/posts/default/1163410918470372564'/><link rel='alternate' type='text/html' href='http://jleybovichdd.blogspot.com/2009/11/welcome.html' title='Welcome'/><author><name>Joseph Leybovich</name><uri>http://www.blogger.com/profile/15013604744275160822</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
