Sleep? Psh.

As predicted, this past week was pretty crazy. I spent a ton of time rendering, editing, re-rendering, finding inspiration, tweaking, more tweaking, even more tweaking, a bunch more rendering, and not sleeping. But the result was worth it. My presentation went well, I got some good feedback, and I got a chance to show off my work. And, as promised, here’s the video I created as part of my presentation:

But despite all the craziness of last week, I can’t slow down. Next Saturday is Imagine RIT and, as I mentioned two weeks ago, we will be showing off the game for the first time at the event. So this week I am going to be splitting my time between working on promotional materials and finishing up/implementing the assets that will be included in the demo. This is, of course, a very early and rough build of the game so not everything will make the cut. Additionally, many of the things that we are going to include, especially FX and sounds, will be temporary as we have only barely touched on those so far. Still, it’s really exciting to get a chance to put the game out there for the first time and to see how people feel about it.

Be sure to visit us Saturday, May 2 at RIT James E. Booth Hall in Webb Auditorium.

Continue reading “Sleep? Psh.”

Sleep? Psh.

The End is Near

This week is going to be the most exciting, stressful, and overall hectic week of this project thusfar. Why, you ask? Because this is the last week of my thesis. Well, sort of. Technically we still have the rest of the year to work on touch-ups and stretch goals, but at the end of this week we are holding our final presentations. So for all intents and purposes any work I do on Dichotomy after Friday will be as an independent game developer. Exciting, huh?

This is the only frame of my breakdown video that I will be releasing prior to my presentation on Friday.
This is the only frame of my breakdown video that I will be releasing prior to my presentation on Friday.

Continue reading “The End is Near”

The End is Near

(Goat Noises)

After what seemed like a week years of laying out UVs (actually a few days), a month of baking maps (more like 12 hours) and a year of importing/tweaking input maps (probably 2 hours, which is a long time to sit and stare at dDo’s loading screen) I finally have first draft textures for the Mountain Goat completed.

Ignore the transparency error; I'm using 3Do to preview here, since I haven't set up my preview render environments yet.
Ignore the transparency error; I’m using 3Do to preview here, since I haven’t set up my preview render environments yet.

Continue reading “(Goat Noises)”

(Goat Noises)

Speeding Along

As the end of the semester draws ever closer, my schedule seems to get exponentially busier. There’s a ton of stuff I want to get finished before our thesis defenses at the end of the month. Additionally, we were accepted into Imagine RIT as exhibitors so there’s a bunch of presentation materials I want to create by then. Expect more information on that in the future.

mg2

One of the things I’m most excited about is the Mountain Goat. I talked about this vehicle a couple weeks ago and since then I’ve been working tirelessly on the model. The mid-res model is completely finished and I’m nearly finished with the high-detail and game-ready meshes.

Continue reading “Speeding Along”

Speeding Along