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Deathbrush

Deathbrush

Experience: 20 years
Languages:

  • Basic
  • Visual Basic (I hate to admit ever actually learning this)
  • C
  • C++ (preferred language and primary language used.)
  • Countless scripting languages

Genres and Mediums worked in

  1. CCGs
  2. PnPs
  3. Board Games
  4. Miniatures
  5. PC Games
  6. Console Games

(note, I have listed console and PC games separate since they are very different when in the design and implementation phase. Recently they have grown closer in interface possibilities and hardware performance, but it will be a few more years till the gap closes completely.)

Tools

SDKs

These are just my most used engines. I have found all these very scalable to my needs, and as of yet I have not had any insurmountable problems with sticking with these tools.

Preferred Renderer: Irrlicht
Physics Engine: PhysX
Networking: RakNet

All engines copyright their respective owners.

3D

Modeling:

  • Blender
  • 3D Max Pro
  • Maya

Skinning:

  • Blacksmith 3D

Terrain:

  • In house tool.

All tools copyright their respective owners.

Current Work

Game Projects:

1. Concrete Canyons (Working title).

  • Action/Racing
  • Multiplayer: client/server
  • Distribution: Commercial
  • Distributor: None
  • Financier: None
  • Phase: Design/early engine implementation.

2. (Private game, copyrighted information withheld)

  • Action/Third Person hack and slash
  • Multiplayer: Unplanned Currently
  • Distribution: Indy, commercial at discretion of owner.
  • Distributor: N/A
  • Financier: Personal
  • Phase: Engine implementation/content creation

3. (Untitled scifi mmo)

  • MMORPG
  • Multiplayer: Server
  • Distribution: Commercial
  • Distributor: Currently N/A
  • Financier: Currently N/A
  • Phase: Concept

Tech Experiments

1. Scalable accuracy for tracking 3D entities in massive real time simulation. Idea of mine that I've been toying on with a friend for a couple years. Basically a way for location data and states of large numbers of to-scale 3D objects to be tracked accurately in macro scale simulations.

Important!

I support the open source community, but creative concepts and intellectual property are all rights reserved to their owners and creators. Please support open source by not stealing what pays our bills and allows us to have the time to contribute to the open source community at large.
All concepts and designs listed under Current Work copyright Deathbrush, all rights reserved.
Tools and software listed copyright to their respective owners.

Recent Changes (All) | Edit SideBar Page last modified on January 03, 2008, at 07:09 AM Edit Page | Page History
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