• Neuroleptic

    Neuroleptic was a six week project done during the end of my first year at the Academy of Interactive Entertainment. Full source code can be found on github.

  • Osiris

    Osiris is a framework being develop by Nicholas Zaharias and Luke Monaghan. This is an ongoing project which has become the basis of a high majority of assignment work we hand in at AIE. Full source code can be found on github.

  • UI Design

    Visual and helpful codebases are one thing I love, taking an artists work and designing full use of it. Some examples of this can be found inside Osiris. This can be seen on github.

  • Blocks3D

    Blocks3D was a mod being developed by me for Minecraft, this mod has since became useless with the current game and has since been discontinued. For more information click HERE.

Wednesday, December 17, 2014

So, Another year comes to an end, Been a good one! Very quick and got heaps of work done.

This year I have
  • Finished AIE
  • Released an application on the mobile marketplace
  • Released a mod and gained income from it.
  • Started a small team to take into next year.
AIE is done, well almost, I have finished my Advanced Diploma of Professional Game Development specializing in Game Programming, Graduation was great, Also got surprised when I got called up for the Outstanding Game Programmer Award.

Light in the Dark has been released! Aztec Ruins has been uploaded! Just waiting on apple to review it and then it will also be released. First ever game released through the mobile stores with the help of Dreamgate studios, Great guys to work with and enjoyed my time here with them. Very happy I applied and how generous they were to give us casual employment as Junior developers.
Link

Minecraft Mod, Well! I took a leap of faith when I seen a mod opportunity for Minecraft, It was simple, very simple, however it was taken on board very well! Even got implemented into Minecraft 1.8 (Not sure if thats because of me or not, but meh still cool).
Link

Incubator! Next year I will be going into a program AIE runs called Incubator, Its where we create a small Indie team and develop a game over the course of a year, This is scary, VERY scary, however I will be doing everything I can to make it work, Its always been my dream to develop games and the Indie way to do that is the way I can see myself enjoying the most. I will be teaming up with another programmer and two artists, We have done game jams together and it should work out well, We just need to get stuck in and make something!
Link


Tuesday, November 18, 2014

Mechanics!

Mechanics

Here are some videos of the mechanics going to be released with Light in the Dark Aztec Ruins!
All these mechanics are still in development, but expect the mechanic to work as shown. 

Sponge

Sponge is a new type of light except for the fact that he is empty. To get him to emit light you must submerge him in another colour.





Ghost

Ghost is another new light, Anything it projects onto gets deactivated, Besides new objects called Ghost objects(creative name I know).




Ghost Objects

These are much like the normal objects such as blockers mirrors and lenses however they need a ghost light projecting onto them to work. 





Portal

Portals are exactly as they sound, any light passing into a portal we be projected out the other end.




Thursday, October 9, 2014

Visuals!

Hey all! Long time since I have made a post, Been super busy working on actual content and kept forgetting to blog about it.

Since last time A heap has changed, Light colours have been updated, the Whole look of the level has been updated, the ghost light (far right in the screenshots) has had its whole animation tree done, GUI elements have started to be pieced together, menu's have been worked out. So much stuff!

Screenshots.
Ghost light on the left of the screen blocks out all other light, But protects you from anything evil!

The Sponge is about to absorb the green light colour (Right light)

Sponge has absorbed the Green light, will now shine it for a given time.

Tuesday, September 16, 2014

Releaseee!!!

Hey all! Yesterday Dreamgate released Light In The Dark!!!



Android
iOS
Windows Phone

It costs $2.49 on all platforms.
Pretty exciting stuff. Expect to see more on the content pack soon! Including a release date! :O

Friday, August 29, 2014

Selected mechanics

Over this week we finished up testing. We then decided on two mechanics and I have worked on tweaking them to we decided they should behave. The Ghost and Sponge have both been updated, some final tweaking is still needed after a review and levels have been designed.

Next week I will be working on bug fixing and new mechanics. Testing on Android and windows phone will also come into play (I did do a bit for WP8 today).

Not much else to say, thanks for reading!!!!

Tuesday, August 5, 2014

Presentation

Today we present! For us, as interns this presentation is nothing but a learning experience. Once we have presented I believe we will continue on with implementation which will come with many new challenges!

Have some documents :D





Wednesday, July 23, 2014

Anti Light

Today I finished off the Anti Light prototype. I learn't HEAPS doing this one, mostly about how unity controls Camera's and Shaders. As always, images of this prototype will be at the bottom of this post.

A general overview of an Anti Light is the removal or subtraction of light from the scene. As its in a prototype stage I have implemented full spectrum support. In saying this I doubt if we do use it that it will have full spectrum as the scene can get very complicated. Anti Lights work with all the already in game elements and future prototype elements. This includes portals, lens's, mirrors and prisms. They also work with enemy's to remove the light and put them back to sleep. As you can see the scene can get very complex very quickly when implementing it with lens's, This has made us thing about future implementations and restrictions on level design.

Thanks for reading!