Skip to main content

Slartibartfast

Now there is no promises that 2018 will globally be any better than 2017 and I am not holding my breath for any kind of change from the douchebags that run this country to change.  So why the hell do I feel so good about starting a new year?  It really comes down a quote from Hitchhiker's Guide to the Galaxy "I'd far rather be happy than right any day."  I love that line.

What that line means to me is not the idea of giving up on fact since it is a fact that facts are facts.  Instead, as it relates to my hobbies and professional work.  Now I have been in the game industry professionally since 2000 so I have about 18 years as a professional artist and even more as a hobbyist game developer.  

During that time I have thrown myself into learning everything I can about game development, programming, design, art and audio... not nearly enough audio though.  I have been a quite lurker on development forums and consumer of youtube videos showing the "right" way to develop games or create art.  I learned a ton and have started a mess of awesome projects, seriously there is some crazy dope shit on my computer.  But I have always struggled to get them off of my hard drive and into the hands of others.

One issue I have had is reading an article or forum post that talked about some approach being better than the others.  The articles or posts all made some very compelling points and surely I'm not some dummy that is going to do it the wrong way!  So I would adopt the new technique but in doing so I would stop where I was on a project and start a new one...a new one that was going to be done the right way..from the start!  It is an exhausting and endless cycle and one that I hate.  It is far more fun to focus on the point and purpose of the project than spending any time second guessing yourself about how you are building it or always looking for a better way.  Don't get me wrong I love to learn and read about new ways of doing things but you need to be aware enough to notice when you are getting your self sideways and off track.  I mean I'd far rather be happy than right any day.

Another huge blocker I have had over the years is this idea that every project should be a product that I will put out there when it is finished.  The root of this problem I think comes from the fact that I am an 80's kid and we grew up in a very product/material world while our soft little minds were forming.  Regardless of the root I hate this kind of thinking and honestly I'm one guy making things that find interesting or cool and will be of no commercial use for anyone so who cares just get it out there so those few other people can use it.  I mean I'd far rather be happy than right any day.

Comments

Popular posts from this blog

Plunder Bunny | Flash Game Character Mockups

Another collection of design/mockup sheets for a personal project.  The game was a very simple 2D platformer in the vain of Super Mario.  I got pretty far with the game but ended up getting busy with some contract work and the project feel into the ever growing abyss of personal projects.  When I get some more free time I'd like to try and re-visit it. The visuals were really fun to work on.  Inkscape was used to flesh out my initial sketches.  Each character was broken up into pieces like a paper puppet.  After Saving the pieces out at high resolution they would then be put back together in Blender 3D where they would be animated.

Level Buddy | Blender Addon

An old-school CSG inspired level editor add-on for Blender 3D. The add-on is still very much a work in progress but fairly solid for blocking spaces super quickly.  Just because graphic fidelity has gotten insanely good and hyper detailed doesn't mean we shouldn't look back how older games were put together, at least that is my opinion.  One thing I always come back to is how quickly the tools in the first 2 versions of Unreal Ed 2 and Doom level editors allowed anyone to block out a level, iterate on feedback or try an idea out.  So I just took some time to put together a similar pipeline right in my 3d package of choice.  I wanted to keep it simple and quick to try out level design ideas.  You can use it for simple white boxing of your level, break it up into multiple static meshes and import them into your game engine of choice or  you can use that as your starting point to start more detailed modeling .  When you build the map you get a single static mesh th

Data First Project

Last post I talked about a project I started using the approach of designing the data first.  It is my current pet project and one that I will keep exploring and playing with because it is so much fun.  So here are some snippets of code the show the structure of my data and some of its values. One thing you might have noticed is that I am using the JSON data structure.  JSON is a great format and pretty much every language already has a JSON parsing library so it really let me focus on the design of the data and how each piece would reference/connect to other bits of data.  Just like code you spend a good chunk of time very early on iterating your data design.  My first attempt I found that I was nesting things way more then I really needed.  Since there was no code at this point it was super easy to just move things to new sections and make large sweeping changes until everything started to make logical sense for what I wish to accomplish.  As the data structure started to grow