Yesterday early in the evening I arrived at PAX East 2013! This is one of the biggest gaming conventions you can attend this year - with the biggest focus on video games and the convention experience. I figured I would lay out some details for those interested.
First - IT'S SNOWING
Second - IT'S 2AM!
Third - now for some actual thoughts -
The day actually started with a train ride into the city to catch the bus from NY to Boston with the cool addition of running into one of the fine gentleman from Project Triforce. I've run into him a couple times and told me to stay tuned to their upcoming news for some truly exciting reveals!
Then the as expected bus ride from NY to Boston complete with killing the 3DS battery while pouring all the time into Fire Emblem Awakening ( side note - if you have a 3DS you need to pick this up asap, I'll definitely explain more in a future post). Tragedy struck as we arrived at Boston as I lost my 3DS somewhere on the bus while departing.... not a highlight. After talking to several of the buses drivers it seems like they have my 3DS at their station and i just need to take a cab ride to get it tomorrow. ~whew~
As we then got to the hotel we set up our bags and generally were relieved not to be on the bus anymore, we then made our way to Fire and Ice. Which is better explain by their website - We left stuffed and amazed and content and very glad to have the short walk back to our hotel.
Then it was time to clean up and focus on Math Programming for Games. This week I'm learning about how to properly use the dot product and cross product in actual code to help set up the physics that are applied in nearly every modern game. Plenty of our discussion threads contain flashbacks to my physics class with refreshers on torque, acceleration, how normal force is calculated and how this comes into focus.
I will admit that this class is a hybrid of both programming in C++ and physics combines with some higher conceptual math, with tons of reading and frustration. The best part is when you finally have that satori moment and can put it together yourself and realize that you really have learned something completely new.
Now I am here in boston - done with a good chunk of school work, equipped with business cards and knowledge and am ready for whatever this weekend bring me. I'll put up more on monday for all to see! - I'll almost certainly talk about Fire Emblem then as well.
Thursday, March 21, 2013
Thursday, March 14, 2013
Essential Mathematics for Games and Interactive Applications
So the current class I am undertaking is using the book I've so lovingly and frustratingly used as my title. I will say that and programmer who gets paid to do what they do 100% deserves the money they earn. I'm barely 2 weeks in I am just trying to keep my head above water.
I know that some of you would like to know more about the actual learning to make games process and I want to ensure that everyone who is coming here gets a healthy dose of advice.
Seriously, I don't know how much time you think you've spent playing games but that is a ton of time! to put it into perspective in a fun simple math kind of way
10,000 hours is the equivalent of 250 work weeks at 40 hours a week
or 4.8 years
or 62.5 months. That's a lot of time.
I'm currently learning about the dot product and vectors in C++ and the mathematical concepts that go with them. The programming seems simple enough but without proper understanding of the math is seems to all melt away.
Also given that I am doing this all in an online setting I find it really hard to meet and talk to my peers- those also in the GSP program with DeVry and others who may be along the same path I am.
The most frustrating aspect of this is not having anyone who understands what you are trying to accomplish and bounce ideas off of. The best way to understand something is to try and place it into your own words and have the understanding of someone in the same position. Online classes is super convenient however not good with the social and integration standpoint.
So remember kids - practice your code and treat math with 100% attention - you're going to need it!
I know that some of you would like to know more about the actual learning to make games process and I want to ensure that everyone who is coming here gets a healthy dose of advice.
- Write your own programs
- Write them again and ask yourself why everything is the way it is.
- keep studying and practicing coding - I'm saying this because when it comes time to add the math you'll want a full confident swing into it and not a dual struggle between understanding both the math and the code.
- test your code, code often and never more than a couple days between.
- practice, practice, practice.
Seriously, I don't know how much time you think you've spent playing games but that is a ton of time! to put it into perspective in a fun simple math kind of way
10,000 hours is the equivalent of 250 work weeks at 40 hours a week
or 4.8 years
or 62.5 months. That's a lot of time.
I'm currently learning about the dot product and vectors in C++ and the mathematical concepts that go with them. The programming seems simple enough but without proper understanding of the math is seems to all melt away.
Also given that I am doing this all in an online setting I find it really hard to meet and talk to my peers- those also in the GSP program with DeVry and others who may be along the same path I am.
The most frustrating aspect of this is not having anyone who understands what you are trying to accomplish and bounce ideas off of. The best way to understand something is to try and place it into your own words and have the understanding of someone in the same position. Online classes is super convenient however not good with the social and integration standpoint.
So remember kids - practice your code and treat math with 100% attention - you're going to need it!
Thursday, February 7, 2013
It shapes us
As I sit down and really think about what to type here I start to think about how someone could possibly react to everything that will be said here. I should probably start at the beginning so it will make the sense that it makes to me.
I'm Josh and I'm a Game Designer. Or at least I will be when I have some sort of finished product. You see I'm currently "going" to school with DeVry Online for Game and Simulation Programming. Lengthy but it means that I will have the knowledge and tools necessary to be apart of the creation side of the gaming industry. Anyone who is likely reading this knows that I am a Store manager for Gamestop and am successful with the business.
At the beginning of the year I felt as if nothing had really been changing throughout the year 2012. I felt hollow from the lack of new and the lack of exciting. In order here is what happened next:
However I learned. I learned how to use more of my left hand, I learned who I could depend on and who I couldn't. I learned that not everything ends up perfect. I learned that time doesn't come back to you. I want to create and I want to inspire, I wan to give some kid the same feelings I had when I had picked up Shining Force or Panzer Dragoon Saga for the first time.
I don't think that I could truly convey the level of frustration that comes with each blow and the seemingly endless supply of mishaps and misfortunes that came my way.... I can't place it. It feels like I'm pulling empty cargo right now and need to really figure out how I can make the future I want for me and those I care about.
Given all the unfortunate events in my life, there are amazing things working for me that need to be shared. I'm certified in NY state to sell life insurance and after seeing how it all really plays out with my grandmothers funeral, I feel strongly about it.
Bigger though is that I am apart of a New card game coming to market called ApocalypZe!!
I'm going to be helping the game creators and artist to market the game online and help arrange their Kickstarter. In a nutshell - it is a zombie themed, survival horror CCG in which you try to outlast your opponent. Every game tells it's own unique story. You can choose from the military, police, civilians or bikers as survivors in the apocalypse. The game is fantastic and I can't wait to show everyone the kickstarter when it goes live and even more so show you the game when it is successful and in card shops!
I have not kept on topic in this post and it looks more personal than I think it is, but what does everyone think? Is life just crazy or is it a give and take?
I'm Josh and I'm a Game Designer. Or at least I will be when I have some sort of finished product. You see I'm currently "going" to school with DeVry Online for Game and Simulation Programming. Lengthy but it means that I will have the knowledge and tools necessary to be apart of the creation side of the gaming industry. Anyone who is likely reading this knows that I am a Store manager for Gamestop and am successful with the business.
At the beginning of the year I felt as if nothing had really been changing throughout the year 2012. I felt hollow from the lack of new and the lack of exciting. In order here is what happened next:
- My Assistant Manager hurt herself on the job and was out for multiple weeks.
- I had surgery on my right hand to remove a mysterious mass in my hand which shackled that hand to no use for 2 weeks and minimal for 4.
- My store inventory was coming up which always seems insanely stressful
- My Grandma passed away, This came away with a new feeling of loss I've never had. My amazing boss moved my inventory to help with the timing issues that came up with this.
- My mother has a heart attack days after.
However I learned. I learned how to use more of my left hand, I learned who I could depend on and who I couldn't. I learned that not everything ends up perfect. I learned that time doesn't come back to you. I want to create and I want to inspire, I wan to give some kid the same feelings I had when I had picked up Shining Force or Panzer Dragoon Saga for the first time.
I don't think that I could truly convey the level of frustration that comes with each blow and the seemingly endless supply of mishaps and misfortunes that came my way.... I can't place it. It feels like I'm pulling empty cargo right now and need to really figure out how I can make the future I want for me and those I care about.
Given all the unfortunate events in my life, there are amazing things working for me that need to be shared. I'm certified in NY state to sell life insurance and after seeing how it all really plays out with my grandmothers funeral, I feel strongly about it.
Bigger though is that I am apart of a New card game coming to market called ApocalypZe!!
I'm going to be helping the game creators and artist to market the game online and help arrange their Kickstarter. In a nutshell - it is a zombie themed, survival horror CCG in which you try to outlast your opponent. Every game tells it's own unique story. You can choose from the military, police, civilians or bikers as survivors in the apocalypse. The game is fantastic and I can't wait to show everyone the kickstarter when it goes live and even more so show you the game when it is successful and in card shops!
I have not kept on topic in this post and it looks more personal than I think it is, but what does everyone think? Is life just crazy or is it a give and take?
Sunday, January 20, 2013
9th grade written assignment!
So I made a Facebook post about who would want to see my work as a younger person and
Pardon the quality but I figured original format or nothing at all!
Double click on em to see them in there original glory!
Sunday, December 2, 2012
Well.... That was awkward
So according to blogger the last time I actually posted anything on here was in march. Do you know what was in march? If you have been reading this blog at the time or now... or ever really, you would know that mass effect 3 released and caused a great and many splashes in many gaming focused communities. So that was 9 months ago. So what brings me back today? hmmmm?
Well this and that. Go ahead and check em out real quick - you'll need to know at least the basics to fully immerse yourself in my train of thought.
Welcome back! Hope you didn't get lost on the internet for hours wondering how you got started down the rabbit hole in the first place, so you may be asking yourself what story and a video game cover have in common. Or you may be really smart or smarmy and already have an answer. So here where it gets interesting.
The game cover is designed to give a consumer and idea of what they will get when they get home and open the game and start playing. Just like any industry this means that there is pop, indie, and various other genres to appeal to. Now imagine for a second you know nothing about a title in your hand except what the cover tells you. Does it say action? Does it move you in ways you can't yet realize and does it make you wanna buy it? For almost every cover art the answer is generally no. I'm sure that there is market data out there that like to believe that suggestive colors and poses, types and sizes can affect the purchase habits of a consumer. However most of the time a consumer falls into a couple different categories - either they know something about the game and what's in store for them, or they were told about it from a friend or an associate working there.
So the game informer article postulates that story is perhaps secondary to game play mechanics, that the way we dress up our mechanics shouldn't be the focus. In various articles Mr. Miyamoto has said that the story is not important, that game play is the star of the show - check it here for his exact words. So if one of the most famous people in game development history says that, maybe a budding game designer should re-evaluate how he looks at games. I see them as an amalgamation of all art - trying to desperately put together all the needed aspects to drive someone to continue playing a title through pixels, colors, story, purpose, reward, programming and sound. Perhaps I'm thinking too deeply about the actual conception of a title and should re-prioritize my view.
Now how is cover art and story connected? The cover really doesn't tell you as much you'd like about a game. Halo 4 is a great example of what a cover art can and cannot tell you about a game. Knowing nothing about the title you could tell its futuristic, it has guns and that you'll probably play as the machine dude on the cover. A great many of you might actually say," Dude you haven't even scratched the surface of what this game is about!" Now what does the cover tell you about the story? The same amount if not less, given that most people won't analyze a cover and will just a quickly move on to the next.
The entirety of this post is dedicated to really one thing - That is covers and story don't tell us anything about the actual game mechanics, the thing that actually is compelling us to play it. If a game controlled like crap and you felt less rewarded for your actions or didn't get what you were emotionally looking for out of it, then you stop playing. So my question for anyone reading this is go look at your favorite game cover and tell me if it tell you what you need to know about the game mechanics or story - if so tell me in the comments I'd like to see it from your perception.
Well this and that. Go ahead and check em out real quick - you'll need to know at least the basics to fully immerse yourself in my train of thought.
Welcome back! Hope you didn't get lost on the internet for hours wondering how you got started down the rabbit hole in the first place, so you may be asking yourself what story and a video game cover have in common. Or you may be really smart or smarmy and already have an answer. So here where it gets interesting.
The game cover is designed to give a consumer and idea of what they will get when they get home and open the game and start playing. Just like any industry this means that there is pop, indie, and various other genres to appeal to. Now imagine for a second you know nothing about a title in your hand except what the cover tells you. Does it say action? Does it move you in ways you can't yet realize and does it make you wanna buy it? For almost every cover art the answer is generally no. I'm sure that there is market data out there that like to believe that suggestive colors and poses, types and sizes can affect the purchase habits of a consumer. However most of the time a consumer falls into a couple different categories - either they know something about the game and what's in store for them, or they were told about it from a friend or an associate working there.
So the game informer article postulates that story is perhaps secondary to game play mechanics, that the way we dress up our mechanics shouldn't be the focus. In various articles Mr. Miyamoto has said that the story is not important, that game play is the star of the show - check it here for his exact words. So if one of the most famous people in game development history says that, maybe a budding game designer should re-evaluate how he looks at games. I see them as an amalgamation of all art - trying to desperately put together all the needed aspects to drive someone to continue playing a title through pixels, colors, story, purpose, reward, programming and sound. Perhaps I'm thinking too deeply about the actual conception of a title and should re-prioritize my view.
Now how is cover art and story connected? The cover really doesn't tell you as much you'd like about a game. Halo 4 is a great example of what a cover art can and cannot tell you about a game. Knowing nothing about the title you could tell its futuristic, it has guns and that you'll probably play as the machine dude on the cover. A great many of you might actually say," Dude you haven't even scratched the surface of what this game is about!" Now what does the cover tell you about the story? The same amount if not less, given that most people won't analyze a cover and will just a quickly move on to the next.
The entirety of this post is dedicated to really one thing - That is covers and story don't tell us anything about the actual game mechanics, the thing that actually is compelling us to play it. If a game controlled like crap and you felt less rewarded for your actions or didn't get what you were emotionally looking for out of it, then you stop playing. So my question for anyone reading this is go look at your favorite game cover and tell me if it tell you what you need to know about the game mechanics or story - if so tell me in the comments I'd like to see it from your perception.
Friday, March 9, 2012
Since everyone is talking about it....
If you have been living under a rock - Mass Effect 3 has released this week and by all that is good in the world - It is an undertaking.
The sheer amount of planning and dedication and persistence that comes through in this game is uncanny. Then to actually take a minute to think about it. I mean really think about it. Creating this massive universe and every mission and side mission and lore bit. To top that off you have to start thinking about what you didn't see.
I'll never see Ashley Williams in my game and what she could have been thought or said.
I'll never see Kasumi and get that moment and scene with her.
I'll never see what Femshep experiences in the way of choices for a romantic part of the game. Like there's a heavy curtain keeping me from seeing it.
I'll never see what really would have played out if I had let Udina die at the end of ME1.
This is literally a scratch on the mountain of items that could have been different in this game. My experience is shaped by the choices I've made over the past 5 years and multiple playthroughs. I know that I'll have some similar experiences to my friends and customers but it's those little moments in the game. A line, a quip, an action that will make my experience more than memorable.
This series has been wonderful over the past 5 years and through it all it even compels me to think outside of the game - what would Shepard do? Now I realize that it's 'what would my Shepard do?' How will those actions affect those around him and what can he do about it.
I could talk about this series for hours and still not be bored with it. But for now - I've taken my shore leave, back to stopping the reapers!
The sheer amount of planning and dedication and persistence that comes through in this game is uncanny. Then to actually take a minute to think about it. I mean really think about it. Creating this massive universe and every mission and side mission and lore bit. To top that off you have to start thinking about what you didn't see.
I'll never see Ashley Williams in my game and what she could have been thought or said.
I'll never see Kasumi and get that moment and scene with her.
I'll never see what Femshep experiences in the way of choices for a romantic part of the game. Like there's a heavy curtain keeping me from seeing it.
I'll never see what really would have played out if I had let Udina die at the end of ME1.
This is literally a scratch on the mountain of items that could have been different in this game. My experience is shaped by the choices I've made over the past 5 years and multiple playthroughs. I know that I'll have some similar experiences to my friends and customers but it's those little moments in the game. A line, a quip, an action that will make my experience more than memorable.
This series has been wonderful over the past 5 years and through it all it even compels me to think outside of the game - what would Shepard do? Now I realize that it's 'what would my Shepard do?' How will those actions affect those around him and what can he do about it.
I could talk about this series for hours and still not be bored with it. But for now - I've taken my shore leave, back to stopping the reapers!
Tuesday, February 28, 2012
DLC and Opinions
So over the past week or so there have been a lot of rantings and ravings and over all complaints about the issue of DLC in the gaming industry. So quick lesson here.
DLC stands for DownLoadable Content in which a consumer has the option to purchase more content for a game that they may happen to like playing. This content doesn't affect the overall experience but could be and is usually a vehicle for one just to expand the nature of the game they are playing. Like everything else in a money driven economy - You don't have to buy it if you don't want it. For a bit more on the sordid history of this topic click here.
Mass Effect 3 (dropping next week BTW) has a collectors edition and inside this soon to be monument of a game is DLC called 'From Ashes" in which you go back to Eden Prime and pick up a Prothean team member. Now this extra piece of content is also available for everyone to purchase separately from the main game for an extra $10.00. So even if you didn't pre-order the CE or can get your hands on it next week you can still get one of the main draws - which is the DLC.
So there are two sides to this issue. Ya ready?
Side normal - You don't have to buy this content. As it doesn't affect the main story. Yes there's some spoilers there. Yes it costs money. However if you don't want it then don't give Bioware/EA/digital content your money.
Side "Butt-hurt dweller" - How dare they release information about a game that I want to play so bad before it even gets here! How dare that tell me that they want money for their work! How dare they try to expand upon something I like enough to spend money on! I'm gonna say I'm boycotting this product but I'm a butt hurt dweller and can't not know what happens in this game!
In fairness a "Butt-hurt dweller" is really just worried about the integrity of the story and that they aren't being ripped off by being forced to purchase more content to actually get the full version of the story. I've been hearing a lot of the above opinion and it saddens me that people are judging everything before they've truly spent any money.
My real point of view on this is that it's wonderful to have the option to get the content that typically wouldn't be available except within a collectors edition. If you want it - you can have it! Now I don't need to truly pull my hair out looking for a collectors copy just because I don't wanna miss anything. If I'm a consumer I feel like I should always have the option but that I should always have the ability to say that "I'll keep my money for something else that looks like its worth my time and money".
DLC stands for DownLoadable Content in which a consumer has the option to purchase more content for a game that they may happen to like playing. This content doesn't affect the overall experience but could be and is usually a vehicle for one just to expand the nature of the game they are playing. Like everything else in a money driven economy - You don't have to buy it if you don't want it. For a bit more on the sordid history of this topic click here.
Mass Effect 3 (dropping next week BTW) has a collectors edition and inside this soon to be monument of a game is DLC called 'From Ashes" in which you go back to Eden Prime and pick up a Prothean team member. Now this extra piece of content is also available for everyone to purchase separately from the main game for an extra $10.00. So even if you didn't pre-order the CE or can get your hands on it next week you can still get one of the main draws - which is the DLC.
So there are two sides to this issue. Ya ready?
Side normal - You don't have to buy this content. As it doesn't affect the main story. Yes there's some spoilers there. Yes it costs money. However if you don't want it then don't give Bioware/EA/digital content your money.
Side "Butt-hurt dweller" - How dare they release information about a game that I want to play so bad before it even gets here! How dare that tell me that they want money for their work! How dare they try to expand upon something I like enough to spend money on! I'm gonna say I'm boycotting this product but I'm a butt hurt dweller and can't not know what happens in this game!
In fairness a "Butt-hurt dweller" is really just worried about the integrity of the story and that they aren't being ripped off by being forced to purchase more content to actually get the full version of the story. I've been hearing a lot of the above opinion and it saddens me that people are judging everything before they've truly spent any money.
My real point of view on this is that it's wonderful to have the option to get the content that typically wouldn't be available except within a collectors edition. If you want it - you can have it! Now I don't need to truly pull my hair out looking for a collectors copy just because I don't wanna miss anything. If I'm a consumer I feel like I should always have the option but that I should always have the ability to say that "I'll keep my money for something else that looks like its worth my time and money".
Subscribe to:
Posts (Atom)





