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    Fun with Fan Theories

    Posted on Jun 5, 2018 11:57:07 AM by Jordan Leong in gaming community, in video games, in fan theories, in fan fiction, in fanfic, in Game Development, in anime, in comics, in movies

    Alright, this topic could get weird. For those of us who have a staple series or franchise that we love to follow, whether it be comics, manga, anime, movies or video games, we have all come across at least one fan theory or fiction. As a whole, they are simply the way another fan views a franchise or wants that franchise to go. For the most part, they are harmless and just a form of artistic expression and gratitude. However, I want to dig deeper into these theories, especially as someone who hopes to create a franchise in the future.

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    VR - The Vive is Alive

    Posted on May 12, 2016 4:47:04 PM by Shawn McCoy in Blogs, in Game Development, in games, in gaming, in HTC Vive, in Job Simulator, in oculus rift, in steam, in TiltBrush, in virtual reality, in visual, in vr

    Everybody has heard of VR by now, as the HTC Vive and the Oculus Rift have taken the market by storm. Before this point most people only had an idea of VR from movies such as James Cameron's Avatar, which technically wasn't really VR anyway. The essence was there however, using technology to put yourself in another place, world, dimension, etc. This post would mostly be dedicated to the Vive, as I feel that it has more to talk about.

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    The Death of Gametrailers

    Posted on Feb 12, 2016 9:56:27 AM by admin in Game Design, in game design degree, in game developers, in Game Development, in Game Programming, in Pop Fiction, in video game industry, in video game reviews

    For those unaware, Gametrailers.com is (or rather was) a gaming website dedicated to bringing news, videos, and reviews to the masses. While hosting trailers was always nice as per their namesake, it was some of their other content that had kept me going back for years. They had original shows such as Pop Fiction which explored the sometimes strange and wonderful world of gaming myths; Retrospectives covering the history of storied game franchises, and many others. Gametrailers was special to me partially because it was on that site that I saw the developer diary that made me finally decide I wanted to be a developer.

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    Be Excited!

    Posted on Dec 16, 2015 2:04:58 PM by admin in Blogs, in excitement, in Game Design, in Game Development, in Presentations

    As a developer, there will be times that you will need to pitch a game to a group of producers, investors, peers, etc.  Over the past few days I've watched quite a few pitches from my peers for various games without a variety of results.  Frankly there are many things that you should be thinking about in this situation to help make your pitch a success.  A presentation of some kind helps, games are a visual medium so your presentation should be visual as well.  Yet you could get by without one, though I would certainly say it's not recommended.  You could have a working prototype of your game that you put together from pre-existing material so people could potentially play the game to get an idea before hand.  Once again though, it's extremely helpful but not always an entirely possible route to take.  There is though one thing that I would say is absolutely indispensable when you are pitching a new game: excitement.

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    Technology for the Next Generation

    Posted on Nov 25, 2015 8:54:21 AM by admin in Advancing Computer Science, in Blogs, in computer science, in computer science degree, in Game Design, in game design degree, in Game Development, in Game Programming, in Microsoft, in minecraft, in programming, in Robotics Degree, in Student Life, in technology college, in video games

     

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    So You Want to be a Game Developer?

    Posted on Sep 18, 2015 11:11:21 AM by admin in Blogs, in Game Development, in visual

    Hello all!

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    Ponderings - Passion in the Game Industry

    Posted on Jun 24, 2015 4:29:08 PM by admin in Bethesda, in Blogs, in E3 2015, in Electronic arts, in empathy, in Game Art, in Game Design, in game developers, in Game Development, in game reviews, in gamers, in gaming is my passion, in geek, in marketing, in Nintendo, in Playtonic Games, in Sonic the Hedgehog, in UAT, in Unravel game, in video games

    Passionate People

    It may be kind of a silly thing to say, but most of the people who want to work in the entertainment industry are those who want to create content that they love to make. Why bother creating something that you hate, right?

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    Feature Creep

    Posted on Jun 4, 2015 4:27:14 PM by admin in bloat, in Blogs, in Feature Creep, in Game Development, in management, in Scope Creep

    One of the main things you need to do when creating a game is to write down the main features you want the game to have.  What are the core mechanics that make the game what it is?  Get those features down on paper and after that point adding anything to that list should be a major hassle.  Feature creep is a very real and very deadly thing in video games particularly in student games.  I am absolutely not saying it doesn't happen in professional games but most of them by that point have learned to avoid the practice already most likely through experience. So you might ask what is Feature Creep?  This is when you have a product you want to initially create and as you create it you keep getting ideas for new features and then decide to implement those as well.  Over time this affects the overall quality of both the singular features of the product, and the product as a whole.  Also called feature bloat or scope creep it's not just limited to games but often happens in just general software development. At a certain point the whole system is too big and clunky to ever be used effectively even if everything is working how it should.  Given that you do eventually finish what you're working on more features doesn't mean happy users.  It's a delicate balancing act between having "enough features" or having to many/few features. Even more likely though that the scope will grow so huge that you simply will never be able to complete the thing.  No matter how passionate you are about creating your game, it will literally become impossible to finish if you keep adding stuff onto it.  So the best thing to do?  Write down what you absolutely have to have in the game right at the start and then stick to it.  Adding anything to that list should be a painstaking decision and should have a rigorous process to even approve it at all.  Or the better option is just don't do it.  Fear not though because those ideas don't have to go to waste.  Anything you are convinced is a really good idea can go on a wishlist for later.  The wishlist will be a list of things you ABSOLUTELY DO NOT WORK ON UNTIL THE REST IS DONE.  There's no wiggle room there, just don't do it.  After everything else is done then you can discuss adding other features if you would like.  But keeping feature creep under control will be the difference between having: 1. No game at all. 2.  A really bad/overly complicated game. 3.  Something people can enjoy.

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    Vulkan and DX12: The Future of Graphics

    Posted on Mar 24, 2015 2:52:22 PM by admin in Advancing Computer Science, in Blogs, in computer science degree, in DirectX, in DirectX 12, in Dota 2, in Epic Games, in Frostbite engine, in Game Art & Animation, in Game Design, in game design degree, in Game Development, in game engine, in Game Programming, in gaming, in Geeky Stuff, in Microsoft, in multi-threading, in multicore cpu, in programming, in Source 2, in technology college, in Unreal 4, in Valve Software, in video games, in visual, in Vulkan, in Windows 10

    Originally this post was gonna be me spazzing out about more video games, but right as I created a blank post I ran into a tweet about DirectX 12. DirectX has been around for AGES and it's what most game companies use to actually get their games running in 3D on PC with the Direct3D Drivers, so hearing new information about DirectX is basically hearing new information about the future of PC gaming!

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