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Some people think being in the game industry is all fun and games.  While it can be rewarding, everyday isn’t the most enjoyable experience around.  This is true, even when you’re running your own game project.

Today I had some downtime and decided to tackle a lightmap issue that I’ve been putting off for months.  There’s a Unity issue where if you don’t triangulate your 3D models, the lightmaps will look slightly different between the PC and Mac versions.  It’s not a big deal while working, but we didn’t know about this in advanced, so as I worked, all the levels I’ve built weren’t triangulated.

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The woman’s World Cup ended up with a 0-0 score, which lead to penalty kicks to end out the game.  It got me thinking about the game of soccer and how 0-0 scores aren’t all that unheard of.  I don’t want to come of saying that soccer is boring, but I do think the game is flawed.  A draw soccer game of 0-0, leaves audiences with no payoff after investing 2 hours or so to watch the game.

And after reflecting back on a draw game, one realizes nothing really happened.  This is something that just shouldn’t happen in games.

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The other day I was working on adding some glass materials to our little zombie game and I ran across a bug.  The glass would look fine in the Unity engine, but as soon as I hit the play button, some of the transparent glass would become opaque.

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One of the great things being responsible for art and design is that there are no arguments to be had between the two fields.  I can have internal conflicts as to which side to favor, but there’s never any yelling involved.

So as an example, when I was designing the look for Brainsss, I started with something bright and cheerful.

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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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