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Rod started off as a technical artist and has now ranked up to becoming a full fledged programmer.

Since he has a background creating tools and scripts for people, this has helped me out a lot on a day to day basis.

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I’ve made reference to the saying “art/programming/anything is never finished only ever abandoned” and no more is this truer* than when you are completing something for a competition. Most people will work right up until the last minute  fixing, tweaking and even adding features. The smart studios out there will typically enter into a ‘lockdown’ mode whereby no one is able to actually submit anything new to the build without a producer seal of approval first.

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I’ve heard the term ‘secret sauce’ recently in reference to that special something that takes a game from being good to being great. To understand and deliver this ‘sauce’ is to develop a game that’s guaranteed* popular and fun. Specifically the reference I heard it in relation to was The FPS (frames per second) of FPSs (first-person shooters).
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I’m very close right now to completing a core component to Brainsss game. It’s exciting for me because this piece of the puzzle has always been, as far as I’m concerned, the number one technical hurdle for the game.
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Today was a good day! We finally got a chance to visualize the character work Yeong-Hao’s been working on over the last week or so.

To visualize them we devised a charater generator system which allows us to define characters by range of components with variations. Basically, we set the body type and what heads, arms, and legs work with that body and voilà instant character crowd.
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