Author Archives: jhuculak
Star Destroyer Part II – Failure to block in
I’m forcing myself to blog once a week and sometimes it is tough! However, much like working out it feels good once you are done. Today I attempted to block in the geometry for a star destroyer. You can see … Continue reading
Star Destroyer Part I – Geometry reference and setup
I love Star Wars. Return of the Jedi is the first movie I remember watching, Star Wars novels got me reading science fiction, and Star Wars model kits were the first ones I built. I still remember the hours it … Continue reading
What do you code for fun?
Sometimes it is fun just to write something for the sake of writing it rather than to have a useful end result. I was out for dinner with a group I used to work with and one of them is … Continue reading
Game Breakdown – Resistance: Retribution vs. Syphon Filter: Logan’s Shadow
I had high expectations for Resistance: Retribution (RR) given that it was Bend Studio’s follow up title to Syphon Filter: Logan’s Shadow (SF:LS). Syphon Filter blew my socks off in showing me what a shooter could be like on the … Continue reading
Digital palate cleanser
I had an awesome opportunity a few years ago to watch Andrew Glassner do a talk on story telling. I learned a lot about story telling in that presentation however, the thing that stuck with me the most was how … Continue reading
Detours based on complexity
Lasts weeks design treatment was really exciting for me. It made me really think through what I wanted to make. This week I was comparing my progress against that design and my lack of progress made me worry. Why not … Continue reading
Design Treatment
In preparing for battle I have always found that plans are useless, but planning is indispensable. Dwight David Eisenhower quotes (American 34th President (1953-61). 1890-1969) Today I was working on a a design treatment as described in Game Developers Marketplace. … Continue reading
Back to paper planning?
The deeper I get into coding, the more I am finding that I have to ramp up to get into the groove. I cannot just go from a clean slate and code whatever I would like; I have loose ends … Continue reading
How many novels of code does it take? (Part 1: 90’s commercial games)
I have been following a few iPhone/iPod Touch developers and at the 360iDev conference two presentations from game programmers that used to be part of large “conventional” teams caught my eye. The topic of the slide was about the relative … Continue reading
Filmspiration and the three reasons to make a game
Film was a love of mine before games were. My first theatrical memory is sitting at the drive-in watching Luke Skywalker battle a Rancor. That kind of thing leaves a lasting impression on a young child’s mind! The magic of … Continue reading →