Inktober 01-03. Had a busy couple of days, so had to catch up three in one night.
A colleague started chatting with me on fashion concepts, and he introduced to – besides many other things – the idea of Techwear.
Searching for that term was an eye-opener. Movement wear based on futuristic materials with a hint of cyberpunk.
Had to mess around with that, so here ya go.
Unity just announced they’re integrating ProBuilder into the engine. So spent the night doing tutorials, and today tried to build one of my old concepts into a 3D mockup.
There’s a huge amount of space for improvement, but the tool is quite simple to use. Neat.
It happens: sometimes you get a student team that doesn’t have a major skillset usually needed to make a game. Not that it’s impossible, but it means the team mentor has to consider what to do to make sure they are able to get a game out.
Now that’s actually not impossible: there are one-person games out there, and my previous research did focus on ensuring designers could survive a worst-case scenario of having no one to work with. With regard to student projects though, there’s a specific goal: the game has to showcase the students ability to conceive, plan, develop and finish a project.
Here are two student teams that had this problem that asked me for mentoring. Continue reading
Az Samad of www.azsamad.com has quite a background as a guitarist, composer and music teacher. He performed in Distant Worlds: Music from Final Fantasy in KL, Comic Fiesta and Game Start.
This interview was part of a set of interviews captured for a KDU event called Interplay to talk on the benefits of gaming for young people. Here, Az talks about how his experience with gaming led him to one of his career highlights: playing Final Fantasy music in the Malaysian Philharmonic Orchestra.
The “Impostor Syndrome” is something commonly cited as a reason new developers feel uneasy about saying they do game development, or to even engage with those who do. I do feel the need to ask about it since as a lecturer, I noticed that lack of confidence in one’s ability to develop does impede a student’s ability to expand their abilities and network.
Here, Gwen and Sharon gave IMHO a pretty good answer on how does one deal with the feeling of having an Impostor Syndrome.
Sharon Kho and Gwen Guo are two audio designers from IMBA Interactive, a company in Singapore specializing in creating sounds for games. Being GAMBIT graduates – a collaboration between the Singapore govt and MIT to create future game dev professionals – they talk on their journey from their personal interests up till becoming co-workers in this unique setup.
Here they talk about the development of their company IMBA: on how it was conceived, their progress from starting with very little capital, to a view of the foley setup they have in their studio.
Dear Canon G7X. You’re an awesome camera. Your tendency to auto-focus based on your whim instead of what’s right in front of you is a tad annoying though. The blurred interview subject is unfortunate and is something I won’t let happen again.
The interview subject is solid though, and the audio is clear. Kris Antoni of Toge Productions (Indonesia) talks about his journey being a game developer and also becoming a publisher to serve a need he noticed in Indonesia.
Kris was also instrumental in creating physical gamedev gatherings in Indonesia and pushed to make them bigger and bigger…. until it became the Game Prime event in Jakarta. That event was one I was invited to attend and met people like Kris.
In Melbourne, while attending Unite, I bumped into an ex-student of mine. Found out how he went from developing apps in Malaysia to doing game development in China to currently being in Melbourne.
Here he details his progress from being a programmer, to an Associate Producer to considering into delving into design.
Jin Kai describes his process of discovering his strengths in game development and the importance of making time to find those strengths.