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George Middleton's GameDev Blog

George Middleton's GameDev Blog. A blog about the Game Engineering track at the University of Utah's Master Games Studio. Monday, December 17, 2012. Summary of what I did this semester. I wrote a shader that would take the texture and apply a certain level of grey scale to it (based on a variable that could be changed dynamically). Made the globules more dynamic and interested by having them "pulsate" (grow and shrink). The score was actually a sum of many different factors:. Proximity (the player got mo...

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George Middleton's GameDev Blog | georgemiddleton.blogspot.com Reviews
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George Middleton's GameDev Blog. A blog about the Game Engineering track at the University of Utah's Master Games Studio. Monday, December 17, 2012. Summary of what I did this semester. I wrote a shader that would take the texture and apply a certain level of grey scale to it (based on a variable that could be changed dynamically). Made the globules more dynamic and interested by having them pulsate (grow and shrink). The score was actually a sum of many different factors:. Proximity (the player got mo...
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7 globule behavior
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George Middleton's GameDev Blog | georgemiddleton.blogspot.com Reviews

https://georgemiddleton.blogspot.com

George Middleton's GameDev Blog. A blog about the Game Engineering track at the University of Utah's Master Games Studio. Monday, December 17, 2012. Summary of what I did this semester. I wrote a shader that would take the texture and apply a certain level of grey scale to it (based on a variable that could be changed dynamically). Made the globules more dynamic and interested by having them "pulsate" (grow and shrink). The score was actually a sum of many different factors:. Proximity (the player got mo...

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1

George Middleton's GameDev Blog: March 2012

http://www.georgemiddleton.blogspot.com/2012_03_01_archive.html

George Middleton's GameDev Blog. A blog about the Game Engineering track at the University of Utah's Master Games Studio. Thursday, March 1, 2012. The prototype I was working on ( Nanograte. Was not selected to move on to the next stage. Instead, I have been re-assigned to the Flyboy. Project, a Kinect game that explores falling. Prototype, but they didn't like the actual game (the flying part). Therefore, we have to find a new idea to continue on. The requirements:. 1) Must be Kinect based.

2

George Middleton's GameDev Blog: Portfolio

http://www.georgemiddleton.blogspot.com/p/projectsportfolio.html

George Middleton's GameDev Blog. A blog about the Game Engineering track at the University of Utah's Master Games Studio. Subscribe to: Posts (Atom). View my complete profile. Summary of what I did this semester. Awesome Inc. template. Template images by Ollustrator.

3

George Middleton's GameDev Blog: August 2011

http://www.georgemiddleton.blogspot.com/2011_08_01_archive.html

George Middleton's GameDev Blog. A blog about the Game Engineering track at the University of Utah's Master Games Studio. Monday, August 29, 2011. Welcome To My GameDev Blog! In my Projects 1 class, we're working on a rapid prototype (a way to find the fun quickly) dealing with a serious topic and using Power Game Factory. A program on the Mac OS that is used to make sidescrolling platform games). My group has decided to prototype a game geared towards children in elementary school that teaches them ...

4

George Middleton's GameDev Blog: Semester 2: The Pre-Thesis Introduction

http://www.georgemiddleton.blogspot.com/2012/01/semester-2-pre-thesis-introduction.html

George Middleton's GameDev Blog. A blog about the Game Engineering track at the University of Utah's Master Games Studio. Tuesday, January 24, 2012. Semester 2: The Pre-Thesis Introduction. Right now in our Projects 2 class we're working on prototyping some games that were pitched (7 were chosen). After this month long prototyping is done, 2 games will be selected for full development for our thesis project! The original designer wanted to simulate murmuration within the swarm:. We're using the Unity3D e...

5

George Middleton's GameDev Blog: December 2012

http://www.georgemiddleton.blogspot.com/2012_12_01_archive.html

George Middleton's GameDev Blog. A blog about the Game Engineering track at the University of Utah's Master Games Studio. Monday, December 17, 2012. Summary of what I did this semester. I wrote a shader that would take the texture and apply a certain level of grey scale to it (based on a variable that could be changed dynamically). Made the globules more dynamic and interested by having them "pulsate" (grow and shrink). The score was actually a sum of many different factors:. Proximity (the player got mo...

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What it is! | NanoGrate Game Development

https://nanograte.wordpress.com/2012/01/30/what-it-is

A record of the awesomeness in making video games. January 30, 2012. Okay so we have worked through this answer of why and have come to a great answer. Thanks from the help of Alan Tew, a designer from Disney, we have understood we are not trying to show something, have a specific gameplay or even express an emotion. Our goal is to make an experience king. Here is the experience we are shooting for:. January 30, 2012. Leave a Reply Cancel reply. Enter your comment here. Address never made public).

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NanoGrate Game Development

https://nanograte.wordpress.com/2012/02/13/39

A record of the awesomeness in making video games. February 13, 2012. Here is our artist Brandon Rees. Talking about his artwork and concept art for our game. Obviously I’ve been drawing a lot of my inspiration for this game from Tron and Geometry wars. Woo motion trails. Moving on. Also, I added explosions. They are pretty, but annoying to get screenshots of. February 13, 2012. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:.

nanograte.wordpress.com nanograte.wordpress.com

What the Flock!? | NanoGrate Game Development

https://nanograte.wordpress.com/2012/01/25/what-the-flock

A record of the awesomeness in making video games. January 25, 2012. We are working through the first hurdle of the game in Unity. Flocking. We have found some great resources for flocking algorithms and the originator of this is Craig Reynolds. The most interesting is almost every algorithm is based on his research in the 80s. He is now working at Pixar and makes millions or whatever. While searching for resources to pull from – Unity has the best wikis and community by the way – I found this.

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Beta Plans and a New Game | Dead Drop; Zombie Divers! Game Development Blog

https://theatmoz.wordpress.com/2012/07/21/beta-plans-and-a-new-game

Beta Plans and a New Game. It is interesting the positive outlook we took in the last post. Soon after EAE day we all went our separate ways. Most had internships. Those that did not kept busy with personal games they are working on. Taking a break has been really helpful. Most has had a chance to work in the industry a little and see what we are missing and see what we can improve. The leads came back together this last month and realized we need one drastic change: the entire game. The Atmoz at the cen...

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Transition to a new game | Dead Drop; Zombie Divers! Game Development Blog

https://theatmoz.wordpress.com/2012/10/24/transition-to-a-new-game

Transition to a new game. This project has migrated to the new site as the game has moved to a new direction. Please follow the link to the Drop Drop development page. October 24, 2012. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out.

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Dead Drop; Zombie Divers! | Dead Drop; Zombie Divers! Game Development Blog

https://theatmoz.wordpress.com/2012/07/21/dead-drop-zombie-divers

Dead Drop; Zombie Divers! That is it. That is the name of the new game! We already have a killer theme song. That is where the Zombie Divers part came from. Dead Drop; Zombie Divers! Is a zombie racing game. Two zombies are released from the corral and fall into the pit. You control one zombie race to the bottom of the pit. The first one to the bottom wins. It’s Mario Kart while falling, with zombies… and eighties metal music! July 21, 2012. Leave a Reply Cancel reply. Enter your comment here.

nanograte.wordpress.com nanograte.wordpress.com

No Really What is it? | NanoGrate Game Development

https://nanograte.wordpress.com/2012/01/25/no-really-what-is-it

A record of the awesomeness in making video games. January 25, 2012. No Really What is it? We have some really cool tools and ideas on how to make this but what are we doing and why? I explained all of this to one of the EPs and he said “why? 8221; I tried to explain but most explanations were flowery ways of saying “It will be fun.” Lame Lame Lame. As of now I am seeing the audio making the individual so important that they are able to control the sounds around them. This will require some thought.

nanograte.wordpress.com nanograte.wordpress.com

Spencer Buchanan | NanoGrate Game Development

https://nanograte.wordpress.com/author/swab29

A record of the awesomeness in making video games. Author Archives: Spencer Buchanan. Here is our artist Brandon Rees. Talking about his artwork and concept art for our game. Obviously I’ve been drawing a lot of my inspiration for this game from Tron and Geometry wars. Woo motion trails. Moving on. Also, I added explosions. They are pretty, but annoying to get screenshots of. February 13, 2012. There That is the phrase that explains what we are trying to do. February 6, 2012. This is very symmetrical and...

nanograte.wordpress.com nanograte.wordpress.com

Braiiiins! | NanoGrate Game Development

https://nanograte.wordpress.com/2012/01/25/braiiiins

A record of the awesomeness in making video games. January 25, 2012. One of the things we have struggled with is our theme. We can create a narrative, but we need a theme first. One that will define what the objects are that we are aggregating and what setting they are placed in. So far the game was set on a 2d map with top down view. Then we saw this. The map is still 2d technically, but the globe moving under really gives it an oomf that looks great. January 25, 2012. Leave a Reply Cancel reply.

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George Middleton's GameDev Blog

George Middleton's GameDev Blog. A blog about the Game Engineering track at the University of Utah's Master Games Studio. Monday, December 17, 2012. Summary of what I did this semester. I wrote a shader that would take the texture and apply a certain level of grey scale to it (based on a variable that could be changed dynamically). Made the globules more dynamic and interested by having them "pulsate" (grow and shrink). The score was actually a sum of many different factors:. Proximity (the player got mo...

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George Middleton

Visions of nature in paintings and prints. To invoke the spirit in creation, that's my ultimate ambition in painting. Arc of the Divers.

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