Blogs are just one of those things that I tend to forget about. This time, however, it’s been for a pretty good reason: In late March I left my Gameplay Programmer position at fineOrange Games in Royal Oak, MI and moved to Southern California to work as a Technical Artist for Ready At Dawn Studios. I started in early April and in June, at Sony’s E3 press conference, the game I’m working on was announced.
The Order: 1886 is a third-person action-adventure game… and thats pretty much all I can say, but you can read more on the Playstation Blog. I’m extremely excited to both be a part of this game, and the ridiculously talented Ready at Dawn Dev Team.
Although, I’d love to share some of the work I’ve been doing at fineOrange. I’m unable to on my blog.
However, I’ll be writing a few technical articles for fineOrange’s blog, The Orange Grove, about my adventures writing tools, shaders, and general gameplay programming.
Our game, Fabled Fortress, will also have a kickstarter up soon, so check it out!
These past 2 months have been a crazy!
The biggest news being: I became a full time employee of fineOrange Games in Rochester, MI. I work primarily in C# for Unity3D writing tools, game logic, and the occasional CG shader. I have a few fun technical tricks (and a nifty MEL script) that I’ve been working on, so look for posts about those soon.
Last month I went to the Electronics Entertainment Expo in Los Angeles. The experience was amazing and I got a chance to see some really cool new games. I even got a chance to play Gearbox’s Borderlands 2 and Arkane’s Dishonored, which were both amazing. At the Sony press conference I saw a gameplay demo of Naughty Dog’s The Last Of Us, supporting my Naughty Dog fanboy ways.
This month has been one of the craziest of my life. Yesterday I graduated with a B.S. in Computer Graphics Technology with a minor in Computer Science from Purdue University. It’s been a crazy journey and I’m excited to start a contract Programmer position at fineOrange games in Rochester, MI tomorrow. On a side note, earlier this week I found out that I will be attending E3 in Los Angeles early next month! I’m really excited to go to LA and look forward to meeting some people in the LA tech art scene.
Last, but not least. Here and Here are some of the wonderful folks I had the privilage of attending Purdue alongside, including the people I have worked directly with on projects from animations to GPU ray tracers: Grant Windes, Christian Barrett, Matt Sackley, Erik Wright, and Josh McCollom, as well as fellow RTR Members Andrew Kennedy and Kayla Steckel who are starting Grad School at Purdue in the Fall. Good luck everyone!
I only have one more exam in my college career! With graduation coming up quickly, I’ve been scrambling to get all my stuff together for applications and get my work critiqued by as many people as I can. I’m also about to be finished with my Maya Plug-ins (C++ API) class, which has been a great learning experience.
This summer, I will be an unofficial Teaching Assistant for a Game Programming course at OCC’s Orchard Ridge campus. It’s unofficial, so I can leave to work at any time (*nudge*nudge* game companies). The course will deal with C# and XNA as well as the basics of 3D game programming.
In other news, my capstone course’s group won “Best Product” for our interactive GPU ray tracer and the animation project (“Early Birds”) I worked on last semester won “Best Animation” in Purdue’s SIGGRAPH Gallery. I was also invited to be a student presenter at Purdue’s Industrial Advisory Board meeting to speak about my experience in Purdue’s Computer Graphics 411/450 capstone courses.
Overall it’s been a busy past couple of weeks and I look forward to having some more free time to work on some tool and plugin ideas I’ve had.