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DARK ACRE

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CONTACTS AT DARK-ACRE.COM

Dark Acre Game Development Incorporated

Christopher Nilssen

1360 Gra●●●●●●●●cent 105

Na●●mo , BC, V9S2E3

CA

1.25●●●●1280
ch●●●●●●●●●●●●●●●●●@gmail.com

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Dark Acre Game Development Incorporated

Christopher Nilssen

1360 Gra●●●●●●●●cent 105

Na●●mo , BC, V9S2E3

CA

1.25●●●●1280
ch●●●●●●●●●●●●●●●●●@gmail.com

View this contact

Dark Acre Game Development Incorporated

Christopher Nilssen

1360 Gra●●●●●●●●cent 105

Na●●mo , BC, V9S2E3

CA

1.25●●●●1280
ch●●●●●●●●●●●●●●●●●@gmail.com

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INTERNAL PAGES

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1

ABOUT | DARK ACRE - DARK ACRE

http://dark-acre.com/about

Founded in 2010 as a boutique digital publisher devoted to producing science fiction works delivered in ebook and videogame formats. Christopher “Jack” Nilssen. Gamer, courier, dishwasher, sushi chef, waiter, reprobate, security guard, English teacher, rock ‘n roll star, lover, writer, game developer, digital publisher, runner, air walker, eternal student, and. Trying to figure out how to work less and play more.

2

BOOKS | DARK ACRE - DARK ACRE

http://dark-acre.com/books

All book packages include DRM-free editions in .pdf, .epub, and .mobi format. Prices are the minimum with a “pay what you want” option. August 17, 2015 (2nd Rev.). All that interstellar trader Storz Vashny wanted was a quiet retirement. Instead, he’s hunted by his past and forced to use forbidden technology in order to survive. Tale of the Madeus. July 26, 2015 (3rd Rev.). An encounter in the far vacuum between a trader and her nemesis evolves into an encounter from beyond space and time.

3

DARK ACRE -

http://dark-acre.com/blog

June 25th, 2016. Neither abandoned nor dead, but neglected and sleeping. Some day, to rise once more. March 13th, 2016. 5 Steps to Replicating Stardew Valley’s Success. Really, really,. Want to spend most of your free time developing a videogame. Be enough of a polymath to be able to program, draw and animate sprites, and compose music.*. Spend 4 years building your game. Possibly* fewer if you do it full time. Work tirelessly to foster goodwill in the community that springs up around your game. What Lar...

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LINKS TO THIS WEBSITE

darrylspratt.com darrylspratt.com

Rocket Defense | Darryl Spratt's Game Design Portfolio

http://www.darrylspratt.com/projects/rocketdefense.html

Varied weapon controls fit for the iPad. The three weapon classes each provide a different style of touch controls and play style, which challenge you to find best strategy against your various foes! Unlock, upgrade and customize. Choose the weapons you want to unlock and attach them to your tower, discover your favorite "tower build" as you try out all the weapons. Survival mode and story mode. I collaborated with Dark Acre to create the game, however it is currently no longer in development. I decided ...

darrylspratt.com darrylspratt.com

darrylspratt.com | Darryl Spratt's Game Design Portfolio

http://www.darrylspratt.com/index.html

I'm a Game Designer that loves designing Mechanics, Levels and Interfaces. Check out some of my work. October 16, 2015. I'm very excited to announce that Rise: Battle Lines. Is set to release on October 19 though Steam! Rise: Battle Lines has come a long way since the last time I posted about it here with improved gameplay, environment, UI and more great music and SFX. Please check out the game page. And see what you think! You can compare the new Heraldry Screen to the old one below. September 4, 2014.

neuroticstudios.com neuroticstudios.com

Teleshield Prototype – Neurotic Studios

http://www.neuroticstudios.com/site/2011/02/teleshield-prototype

Game and General Development Blog. Basic Steering AI Test. February 14, 2011. The shield has the ability to shield the player from damage, and when active attaches or grips the player to any intersecting surface. These abilities come at a cost to the shield’s ‘charge’, which regenerates when it is not in use. WASD for movement relative to the world. Left or Right Shift keys activate the shield. 4 Responses to “ Teleshield Prototype. Nice work, lots of good code and concepts implemented. I had some issues...

supersegfault.com supersegfault.com

super_segfault_ | Accessing Google Services via C#

http://www.supersegfault.com/accessing-google-services-via-c

Accessing Google Services via C#. July 14, 2012. Middot; In Unity. Then my tool suddenly needs to deal with user authentication. On top of that, the database would need to be stored in a reliable network location for both internal and external use – what a mess. But then it hit me! This post will explore the potential benefits of using Google’s architecture. Then, to get started, I’ll explain how I set up Google authentication to access spreadsheets, documents, etc. from Unity. By keeping all data in a s...

darrylspratt.com darrylspratt.com

Gravitos | Darryl Spratt's Game Design Portfolio

http://www.darrylspratt.com/projects/gravitos.html

Is a top down space shooter developed by three students at VFS over 6 months using the Unity3D engine. You control the Gravitron, which is a space ship that has its own orbital ring. You use this ring to collect asteroids and satellites to shoot the asteroids at your enemies or spin the asteroids with your orbit to bash foes apart. Video Editing Bryan Spratt. Right click, save link as). Helen Yin (3D Assets).

darrylspratt.com darrylspratt.com

Tideturner | Darryl Spratt's Game Design Portfolio

http://www.darrylspratt.com/projects/tideturner.html

Is a continuous side scrolling Flash game developed by a team of four students at VFS in 2 months, where the player has the power to control the tide. You raise and lower the water level to help a poor soul maneuver on a Jet Ski gone haywire, or you could smash him into. And see what happens. Vancouver Film School chose Tideturner to be featured at their 2010 PAX. Booth You can also read blog posts about Tideturnder on the VFS Blog. And on Tech Vibes. Tideturner has been purchased by MaxGames.com.

projectbrutal.wordpress.com projectbrutal.wordpress.com

Geek | Project Brutal

https://projectbrutal.wordpress.com/geek

An old timey game modernized, built in an old timey way. I remember my Amiga roots. I remember the time when you could produce fun games and run a pretty nice (multitasking, responsive and flickery) operating system on just a few megabytes of RAM and a hand full of MHz (instead of GHz). But somehow, I had a lot of fun coding in this environment. Among other stuff, me and my friends produced two fun public domain games- Brutal Homicide 1. While working for king.com with the always excellent Notch. Very ni...

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