(Sorry about lack of post, last two weeks have been a mad rush to get work finished off. Lots of coding, little sleep and a week of eating the same, reheated food has left me ready for the upcoming term. Also lots of post ideas coming soon)
So the plan didn’t run exactly well to say the least. I ended up having tons left to do in my first two weeks back.
However, short updates:
- First term appears to have gone well – good peer reviews and 1-to-1 with my tutors. Game has been well received.
- Decent grade on my AI product. Now just need to wait and see how the others went
- Came back to a Ubisoft Graduate Program invite which was open to Abertay. Currently filling the details for it and should be the first of the applications I fill in. Also looking at another set of programmer jobs open all over the UK
- Ready to get back to work at Abertay tomorrow!
What all this stuff means is that I am now back into full time working mode. And, with it being the season of start your job applications, I need to at the same time be improving my portfolio with work outside of University. I’ve come up with the idea of doing a few small prototypes that illustrate concepts that could be used in a game as well as creating at least one small mobile game I can ship to fufil the requirements a few companies have.
So total project list for January until May:
- Games Development Project (Group project in either UDK or Phyre Engine)
- Innovation Project (Third person movement on a touch screen device)
- Games Programming (Advanced DirectX 11)
- Network Programming
- Narrative Theory and Design (Not quite sure what this is yet but I think its a portfolio of work assembled at the end of term)
- Finished Mobile game published and on App store – Probably going to finish off a version of Firebase Fables, probably without art assets.
- Game Concept Prototypes – these are a set of tests designed to look at ideas for a realistic cover based shooter. The idea is to combine that popular genre with new and interesting ideas to increase the realism
- Location Based Damage System – hit to specific areas will affect the wounded player in different ways
- Realistic Cover System and Blind firing – stop players from being able to peer over cover tops while safe, making blind fire more useful
- Aiming with sights without breaking third person – how to implement optics and sighting options without breaking third person.
Lots to do but should all be beneficial. And I’ve got just around 5 months to do it all in! The aim is to do more often updates to here about the projects as they develop.