GDC 2014 Procedural Animation Video
May 4th, 2014
This year I gave a talk about procedural animation at GDC, and the recording is now free to watch here! I put a lot of effort into this presentation because in a sense it represents much of my life's work so far: approaching technical production problems from first principles to try to maximize what a small team can achieve ...
Exploring game design through technology
March 27th, 2013
This is a blog post adaption of my GDC 2013 Indie Soapbox talk, I hope you like it! I will link to the GDC vault video of it if it becomes publicly available. Working with technology can be intimidating as an indie developer. Isn’t tech the domain of AAA? How can we compete with their large teams of experienced ...
Low-Light Combat Art Asset Overview
March 14th, 2013
We recently made a charity jam game called Low-Light Combat. In this jam, I wanted to try cutting out the most time-consuming steps of the traditional art asset workflow, to see if it would make any real difference in the final product. Because there were a lot of textured 3D models, I spent the majority of my time editing UV ...
Desperate Gods Art Asset Overview
November 24th, 2012
As David mentioned in his last video, we have a new game out that we made for F This Jam. Here is a video about how I attempted to make all the art in time: Be sure to watch it in HD! Although I didn't do anything too experimental on this game, I am really happy with how the ...
Announcing "Desperate Gods"
November 22nd, 2012
Last week we participated in the 7-day "F This Jam" event, and created an online board game called "Desperate Gods". It was great hanging out with those of you who watched our livestreams! Here's a video showing the results: Be sure to watch it in HD! I am really happy with how it came out, and I definitely learned ...
The Oculus Rift, Receiver and Steam Greenlight
August 30th, 2012
In the past, a lot of 3D and VR experiences for games have been really disappointing. I owned a Virtual Boy, was an early adopter of the ELSA 3D shutter glasses, and recently bought a 3DS. All these devices were kind of neat in their limited way, but ultimately fell short of delivering the experience I was hoping for. However ...