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New found talents!

Fri Nov 14, 2008, 8:32 PM
  • Mood: Daily Needs
  • Listening to: ...you mean synthesizing... music
  • Reading: ...you mean writing... Real-Play Concept
  • Watching: ...you mean designing... "r'tard" websho
  • Playing: ...you mean making... Video games
  • Eating: ...you mean cooking... Food
  • Drinking: ...you mean blending... Smoothies
And yes, all of the above is true. I am more of a maker than a user.

Well, hope you like it... Copyright by the way, I have been putting my, extremely prone to detonate, mind to good use. After being totally pissed at windows and unexperienced in all the programs I've been trying to wrap my mind around, I decided to take a better approach in expressing my creativity. I've been writing pretty much everything that ferments in my head, such as: game concepts, architectural design, web design, and storylines for games and show, alike. I'll be doing a upload-arama for you guys soon, k?

Recently, I've been looking at macs and how, gaming wise, pitiful they are, but what great potential they have to change that. I decided to lend a hand; so now I am putting all my effort into designing effective ways of making a game. "The story is only half the game; yeah... don't forget 'bout kick-ass multiplayer." Anyway I am designing what will, pretty much, end up to be how my game works, Real-Play. (What? no copyright yet, you'd think that was already taken)

Real-play will be made up of 3-4 modules that work together to form "THE MOST AWESOMERIFIC" gaming experience thad be of appropriate measure among items of the apple brand. This is basically how the game will perform, separate from the graphical standpoint. And again, I made that for apple because:
1. I pity apple's game deficiency
2. I am starting to really hate windows
3. Apple is worthy

Here is an out-line to Real-Play

REAL-PLAY

* Basic Control Configuration--> How REAL-PLAY will work
-Movement & Common Gestures --> Common Stuff (keyboard configs)
-Possible Hardware configurations --> Possible REAL-Play Hardware

* Contact Control Interface (CCI) [complete!] --> How Multi-touch plays in
- Target Based Interfacing --> How to use touch effectively in a FPS
- Interaction based on touch (ibot) <-wtf? --> How interaction takes place

* SPC's (Semi-player Character Animation) --> For Multi-player & Co-op
- Correlation Smoothing --> Animation for Co-player characters
- Di-sided Cinematics --> For cutscenes in co-op gameplay

I have yet to think of a fourth section, but I'm getting there. As you probably noticed, I'd probably be an ass to think I wouldn't need to learn C++ or coding in general, for that matter. So, you guessed it, That Is on my priorities list!

There you have it.

Welcome to my portfolio.

Thu Oct 2, 2008, 6:56 PM
  • Mood: Optimism
  • Listening to: Techno
  • Reading: Mastering Maya
  • Watching: Anime
  • Playing: Crysis Warhead (on vry low settings)
  • Eating: Out
  • Drinking: actually i'm sober...
It's nothing much, but this is the gallery so far of what presentable things I have done. Mostly my gallery contains screen shots of maps (levels) I have been working on. I am now getting serious to learn Autodesk: Maya and Zbrush, so being the perfectionist I am with the things I actually release, I will have some awesome stuff in the future. Thanks for looking.

Awesome skillz in:
Valve Source Engine: Hammer Level Editor

Practicing:
Autodesk: Maya (getting better)
Pixologic: Zbrush
Adobe: Photoshop CS3
Cryengine 2
Mental Ray rendering

Projects:
"The Incident": postponed/aborted
(I was retarded and thought I could finish a whole game w/o any experience)
[I have small plot description in "consepts" section of my gallery]

"Wrong.": Writing Plot
(no worries, just generating ideas, nothin big)

Learning to be a better artist: I'm all over that.
(reading "Mastering Maya" and a zbrush book)

High School: straight shootin
(If I get straight A's this quarter then I get to take a shot at
becoming Class of 2010 graduating at 16, woot! ITT or Devry (or whatever) here I come!)

There you have it.

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