Link: Making Stuff User-Friendly

Link: Engility Corp – Making Stuff User-Friendly

Did I ever tell you guys about the time I took my Virtual Reality work on the road to Washington DC, and had a booth for the internal Engility Trade Show convention? That’s totally a thing that happened. My Virtual Tour demo of an FAA Facility with the Oculus Rift won 2nd place Best In Show, too.

2017 EGL Trade Show (58).jpeg
“OK, you’re flying the plane inverted now, which is cool, but not recommended…”

Afterwards, I was asked to help provide content for a blog post on the Engility website about, well, making stuff user-friendly! I provide a little insight into the world of user-interfaces in real-world application, and blur the line between what makes a user interface work for a professional business application and what works for gaming applications.

Go ahead, give it a read if you’d like. This might be seen as me just tooting my own horn, because I’m liking an article I wrote on another blog on my own blog, but, hey, if that’s the case…

… toot toot.

(PS: I’m glad I got second place, but I also lost to a bunch of guys dressed up as scientists from the movie Starship Troopers. They had robots.)

 

 

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Link: Higher-Order Fun

Higher-Order Fun

Higher-Order Fun

So, my blog’s concept is nothing new: Games, programming, tutorials, the works. But everyone’s a little different and post up different content, and recently I found this blog, by Rodrigo Monteiro, where he not only posts up tutorials, game design, and even 3D game math, but he also gives his 2 cents on games and game design ideas. It’s a real great blog, and definitely one to bookmark. Here, I have a few pages of interest for you:

 

Quadratron Returns in Global Game Jam 2012!

Hey everyone!

I know i’ve been out for a while – I’ve been SWamped up TO my eaRs in work.

Last month was the Global game jam 2012, and Me, Zenas Bellace and Christian Plummer returned to the battlefield. With the help of Moises Carreras and Matt Catron and George Harris, we dominated. Our task was to make 1 game. We made 3.

Come look at our accomplishments. And look out for evil lawn mowers and crazy airline pilots.

Do it.

 

Enter “MOTHERship,” Produced at the PGJ

Finally, after overcoming writers/programmers block, I created a page for the game my group, Quadratron Jammers, made at the Philly Game Jam.

I present, MOTHERship! A top-down, free-range, survival-defense space shooter. The goal is simple: protect Mother at all costs. Continue reading Enter “MOTHERship,” Produced at the PGJ

A HUGE_VAL Week for Games

E3 is just starting its second day, and already some massive announcements have been made! I’m following the coverage on Kotaku, and I’ve been beside myself. Continue reading A HUGE_VAL Week for Games

Philly Game Jam 2011

Friday, Friday (I get down on Friday) – 6:55 PM

OK! I’m doing this GGJ style! I’m at the game jam, brainstorming and setting up with Zenas and Christian. We’ve got a live feed, so all you stalkers out there can watch us for the 48 hours of glory! (For people who start reading this after the PGJ, this link is probably dead).

The link: http://ustre.am/svWX


Friday – 9:23 PM

The theme for this jam is Mother (ha, ha). We’ve extrapolated a lot of ideas from that, and we’ve begun work on our project! We’ve begun integrating one of Zenas’s old projects that works just like how we envision the game. We’ve also coined new phrases and terms. Like:

  • “Explosions hide a world of sin” – Chris
  • “Frienemies” – You play co-opt with your friends, and even though you work for a common goal, you may have individual scores, so someone won more than you. – Pat Hollowman
  • Unity3D; Windows and Macs working in… Unity” – Keith (“YEEEAAAAAHHHHHH!!!”)

Also, we somehow broke Zenas’s Unity3D. Off to a great start.

Saturday – Midnight DeLIGHT

They shut off all the lights in the expo room. Any bright flash is freaking blinding. But now we actually retrofitted Zenas’s old code to work with local multiplayer, and we’re working on the bullets and enemies. Soon we’ll put the mother ship in, and the Proof of Concept of our game will be done, after only 6 hours. Not bad, in my book.

Saturday – DIE, MOTHER! – 1:33 am

So, I’ve spent the last hour trying to update/delete a prefab object called “Mother” on the asset server. Every time I would try to commit the change, the asset server would hang on the commit during the “Finishing Up…” stage. I’ve restarted Unity, restarted my computer, NOTHING. I AM TIRED. WHY, MOTHER!? WHY!?!?

Finally, we restarted the asset server. Bam. Done. I’m gonna take a nap now. G’night, mommy dearest.

——————————————————————————————–

OK, you’re probably wondering “What the <expletive deleted>? What happened to the live updates!? You lazy <expletive deleted>!” OK, listen, Champ/Pal/Chief/<expletive deleted>/Friend, when you’re in a team of 3 guys, no artist, and a deadline rapidly approching, you have to make every moment count! Glad we did, too. I’m really proud of this game. It may not have won any awards, but it certainly won in it’s own right.

It’s a top-down shooter much like “I MAED A GAM3 W1TH Z0MBIES 1N IT!!!1” with space ships. The point of the game is to protect the big Mother Ship in the middle of screen from enemy attack. You can pull Mother with a tractor beam (and she can pull you too), and you can keep spawning freely until Mother dies. Then it’s game over. It’s 1-4 player multiplayer, made with Unity, and it totally kicks <expletive deleted>.

Once I get the link, I’ll post it up. 

GDC 2011 Take-Away: Dynamics: The State of the Art

This was the first lecture I checked out at GDC 2011. This one was definitly a thought provoker; How can your feelings towards something influence how you play the game?

Continue reading GDC 2011 Take-Away: Dynamics: The State of the Art