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My Mind Is My Home. My Mind Is My Home.

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PAGE TITLE
Games | jonathangutman.com Reviews
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My Mind Is My Home. My Mind Is My Home.
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KEYWORDS
1 games
2 four seasons
3 strigoi
4 hateful space
5 vikings quest
6 galaxy raider
7 jonathan gutman
8 game programmer
9 coupons
10 reviews
CONTENT
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games,four seasons,strigoi,hateful space,vikings quest,galaxy raider,jonathan gutman,game programmer
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Games | jonathangutman.com Reviews

https://jonathangutman.com

My Mind Is My Home. My Mind Is My Home.

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1

Vikings Quest

http://www.jonathangutman.com/home/vikings%20quest.html

My Mind Is My Home. Viking's Quest is an isometric turn based strategy game. The game was written in C and we used HGE for rendering and Tiled as a level editor. Development: 8 weeks (half speed). Team: 2 level designers, 3 graphical artists and 4 programmers. Gametime: around 60 minutes. API: HGE, FMOD. Multi-layered isometric tile-system (Creation, rendering, selection etc). Conversions from/to isometric coordinates. Tile overlays (Walkable, hovered, selected etc). My Mind Is My Home.

2

My Mind Is My Home

http://www.jonathangutman.com/home/my%20mind%20is%20my%20home.html

My Mind Is My Home. My Mind Is My Home. My Mind Is My Home. MY MIND IS MY HOME. My Mind Is My Home is a horror themed Point'n'click game. The game was made in C , using HGE for rendering. Development: 8 weeks (half speed). Team: 2 level designers, 3 graphical artists and 4 programmers. Gametype: Point and Click. Gametime: around 40 minutes. API: HGE, FMOD. Animation class to handle spritesheets.

3

Galaxy Raider

http://www.jonathangutman.com/home/galaxy%20raider.html

My Mind Is My Home. My Mind Is My Home. Galaxy Raider is an action-packed platform shooter. The game was made in C , using HGE for rendering and Tiled as a level editor. 8 weeks (half speed). 2 level designers, 4 graphical artists and 5 programmers. HGE, FMOD, TinyXML. Multi-layer tile system (using tiled as editor). Collision (supporting rectangles, circles, points and combined shapes, pixel perfect collision detection for actors. ). Level creation through XML from tiled. (Tiles and colliders).

4

Hateful Space

http://www.jonathangutman.com/home/hateful%20space.html

My Mind Is My Home. My Mind Is My Home. Hateful space is a story driven space shooter. Made in our own 3D engine which we developed parallel to the game. The game and engine was written in C and our tools were made in C#. Development: 10 weeks (half speed). Team: 2 level designers, 4 graphical artists and 4 programmers. Gametime: around 30 minutes. API: DirectX, Wwise. 3d engine(co-developed, using directx). Post-processing effects (hdr, bloom, motion blur). AI (Finite State Machine).

5

Four Seasons

http://www.jonathangutman.com/home/four%20seasons.html

My Mind Is My Home. My Mind Is My Home. Four Seasons is a First Person Shooter. We developed the 3D engine and tools parallel with the game. The game and engine was written in C , tools were made in C# and scripts were done in LUA. 9 weeks (half speed). 2 level designers, 4 graphical artists and 4 programmers. DirectX, Wwise, PhysX. First Person Camera (using quaternions). PhysX (implementing various functionality, controllers, dynamic objects, overlaps). Network system (using Winsock, over UDP).

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Programming 14 – The Game Assembly

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The Game Assembly/Hermods AB. Beijerskajen 8, S-211 19 Malmö. Show The Game Assembly HQ. On a larger map.

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