Archive for the ‘ Misc ’ Category

Lack of Free Time == Lack of Updates

Boy, has it been a while! I just wanted to give a brief update before I make a post later tonight. I am currently working two jobs, which means I have had little to no free time. Unfortunately, this has put a pause on the development of Tragedia, as well as my card game. I’m certainly going to continue working on these projects, but because of the lack of time to work on them, the progress is going to be a lot slower than previously. I do still have tons of articles I want to post on here, and I have several longer ones that have been in the works for a while now. As I’ve made the decision to focus on web design right now, I’m also planning on posting a few articles to help indie developers create a website for their game. As always, I appreciate your comments and the fact that you’re still reading my blog! I hope your own game projects are going well, and don’t hesitate to ask if you ever have any questions!

New Year’s Resolutions

It’s a new year, and thank goodness. Aside from GDC and graduation, 2012 was a rough year for me. After graduation, I kind of got discouraged and struggled through the rest of the year, both with finding a (read: any) job and with my designs. My work with Tragedia made me realize I seriously needed to keep making games, no matter what kind of job I was working or how difficult life might be. So as this new year begins, let me just say that I am not giving up, and I don’t think any of you should either! Life gets difficult sometimes, but if making games is what we truly want to do, then we need to keep at it!

While I’ve never really been one for New Year’s resolutions, I thought that it would be a good idea for me to write down goals to meet throughout the year. Without school or an industry job, it can sometimes be hard to motivate yourself, so setting goals or resolutions or whatever you want to call them will help you stay focused. And without further ado…

  1. Write at least one blog post a week.
  2. Learn at least one new program, and refresh knowledge of known programs. (UDK, Hammer, etc.)
  3. Create new levels, and update portfolio more often.
  4. Complete Tragedia by the end of the year (preferably sooner).
  5. Create and finish one new card/board game every three months or so.
  6. Continue to apply for industry positions, and never give up hope!


I also just wanted to extend a special thanks to those who do read this blog and who have commented on posts! You guys are awesome, and I’m glad to be of help in your own academic careers. Thanks for reading!


Getting Back on Track

As some of you may know, I recently graduated from UAT. Since then, I have been actively looking for a job in game development, but to no avail. Life after graduation is tough, and while I won’t bore you with the details of my life, I will say that I am not giving up hope. During the time since graduation, I have been working on a few projects, which I will begin posting about here on this blog. I do want to apologize for those faithful readers who might have been wondering if I would ever post here again, but now that I am getting back into the swing of things, expect to see new posts. My to-do list for new posts includes tips for designing cards for use in card or board games, creating more dynamic characters, and a new series called “The Making of Tragedia,” which will feature challenges I have encountered in the development of an indie RPG I have been working on. Stay tuned, and thank you for reading!

I’m Back From GDC!

The Game Developers Conference is now over, and it’s back to work! This week is my spring break, but I have a lot of schoolwork to catch up on, and I will be polishing some portfolio pieces up. I’ll be posting a lot this week, so check out this list of upcoming works:


  • A Guide for Graduating Students at GDC: This will be similar to my last GDC guide, but with a focus on job hunting and networking.
  • Level Retrospectives: This will be a series of posts where I discuss what went wrong, what went right, what could be improved, and more regarding the levels that are currently in my portfolio.
  • UDK’s Landscape Tool: A quick guide to the basics of using the Landscape tool in UDK.
  • UDK’s Foliage Tool: A guide to using the Foliage tool in UDK.
  • My Level Design Process: A detailed overview on the process I use to design and build game levels.
  • Texturing Levels in UDK (Workshop Video): The newest installment of my UDK tutorial videos. Between GDC and my school’s library being closed for spring break, I haven’t been able to check out a microphone to finish this up. It’s still in the works though, so please be patient as I try to record the last of it.
For those of you who also attended GDC, don’t forget to follow up with the new contacts you made! Whether you’re adding them on LinkedIn, sending out emails, or both, this is the week to do so. Hope everyone had a great GDC; I know I did!

Tutorials for Making Custom Textures

To go along with the textures and materials tutorial video I’m currently working on, I’ve decided to put together a list of tutorial sites for those interested in creating their own textures from scratch. In my upcoming video, I’ll show how to edit a few textures to prepare them for use in the Unreal Development Kit, but I won’t be covering how to create your own textures from scratch. Be sure to look over the links below if that’s something you’re interested in doing, and let me know if you have any tutorials you want me to add! Remember, I’m definitely not an expert at this, so check out these tutorials to start in the right direction. Also note that the following tutorials are specifically for Photoshop.


Bonus! If you’re interested in creating textures for 3D models/static meshes, check out this tutorial by lead texture artist Daniel Vijoi: Creating Next-Gen Textures


Thanks for reading, and keep a look out for my Textures and Materials in UDK video coming soon!

I’m Alive!

Wow, have I been super busy these past few months! It’s my last semester here at UAT, so I’ve been working on finishing up classes, sprucing up my portfolio and resume, and getting ready to apply for jobs. On top of all that, my game project, Delirium, was selected by our university to go to GDC, so we’ve been hard at work in preparation for the conference. So now that I’m finally back into the swing of things, I’m back to posting here! I know it’s been quite a while, unfortunately, and I am definitely behind, especially with my UDK video tutorials. While I do have enough free time to resume posting, it might be a little longer until I’m able to put out another UDK turorial (sorry about that!). There have definitely been some cool changes in the most recent version of UDK, so for I’d highly recommend downloading it and playing around with the new features. I’m currently building a new team deathmatch level in the January version, so I’ll be posting more about that soon. I also hope to post about tips for job hunting and applications, as well as preparing your portfolio for a job or conference, since that is what I’ve been working on recently. Anyway, thanks for sticking with me if you’re reading this, and look forward to new posts this coming week!

Unreal University and Upcoming Videos

I’ve currently got two new UDK workshop videos in the works, both of which I hope to finish up this weekend. The first video will be focused on using the terrain, landscape, and foliage tools, while the second will be about creating and importing materials, since it seems to be a popular topic. I’m also planning on making a workshop video for UnrealScript, but I need to brush up my skills a bit with it before I work on that one. If you have any other suggestions for workshop videos, let me know!


While you’re waiting for my videos, why not check out some from Unreal University? The Unreal University sessions from this year’s Montreal International Games Summit are now available on the UDK youtube channel. There are nine videos up currently, and I definitely recommend checking them out (plus, they’re free!).


Check out the videos here: Unreal University Sessions


Since we’re on the subject of UDK, the October 2011 build is available for download! You can download it straight from the official UDK site, and since it’s what I’ll be using for my videos, I highly recommend getting it soon.

Game Project and GDC Online

Before I get back to more regular postings, I wanted to say sorry for being so behind lately! I’ve been hard at work on my new horror game project, but now that things are settling down a bit more, I have more time to post here and work on more videos. I also just got back from GDC Online in Austin a few days ago, which means I’ll start posting my “What I Learned at GDC” series again! I’ve also got several UDK workshop videos that have been sitting on the backburner, so I’ll get to work on those soon, too!





For those of you who might be interested, I’ve assembled a team of about ten to fifteen people to work on a 2D horror game called “Delirium.” We’ve been working on the game for a little over a month now, and will have the first two levels working by the end of this month! We’ve started a development blog for the game, which you can check out here: . The rest of the team and myself will be posting about our progress on the game there, so be sure to check it out from time to time! Thanks for your support!

Vacation Time!

Hey everyone! I’m going on a quick vacation this weekend, then PAX Dev for the remainder of next week, so I probably won’t be on here much. But no worries: I’ll be answering any questions you might have later next week. When I get back, expect some update notes for the first workshop video, as well as a new post about learning programming and its importance. I’ve also got some good news regarding my project, so for any fellow UAT students, I’ll be posting more about that later, as well. If you’re going to be at PAX Dev, let me know and maybe we can meet up, otherwise, I’ll be back soon! Thanks as always for your support!

Kismet Update and CryEngine News

I wanted to apologize for the delay on the Kismet workshop everybody; I’ve been caught in a giant web of finals! I’m just about done with them all though, so as soon as I turn the last one in, I’ll be adding the finishing touches to the Kismet video. Keep an eye out for it to be posted by Friday!

Also, level designers received some great news today! CryEngine, the SDK used by Crytek, is now free! You can now download a free non-commercial license, just like you would with Unity or UDK. This is exciting news, and I know I’ll definitely be downloading a copy shortly.

You can read a short article about the release in Develop Magazine here:

Or you can just skip straight to the CryEngine download web site: