Dimple’s Inspiration

I look myself up to Jonathan Blow, an independent game designer and programmer. I have always wanted to be a computer programmer, whether it is for mobile applications, gaming, or even web applications. Ever since I owned a PS3, the more intrigued I was into game programming. I would love to focus on implementing a game’s logic, mechanic, and strategy of the gameplay.

Jonathan Blow studied computer science at the University of California, Berkeley and his first job was in porting copies of Doom and Doom 2 onto a set-top box. At the age of 24, he  teamed up with a friend from college, Bernt Habermeier, and together founded a company called Bolt-Action Software which made an online team-based strategy game called Wulfram. He worked there for 4 years and at that stage of his career, he was mostly interested in the programming challenges that his technical role afforded. Blow then went on becoming a consultant on a number of games and wrote a column in Game Developer Magazine on coding called the Inner Product. He also started running the Experimental Gameplay Workshops at GDC.

Jonathan Blow went from well-known within the development community to a rising star of the new indie movement when his Xbox Live Arcade, PC, and PlayStation network title Braid became one of the biggest successes of the download space. The game was released on August 2008. He is currently working on his forthcoming project called The Witness. Here is a more detailed interview with Blow regarding The Witness. The game is said to release this year.

Recently, Blow helped found Indiefund, a funding source for independent developers that aims to encourage the next wave of developers. Looking at his work and dedication to the gaming industry, he has motivated me to get involved and achieve my desirable dream.

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My Inspiration

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My Inspiration for doing 3D Modeling is this man, Neville Page. I first was introduced to him when I watched him on the show Face/Off (Which is a great show by the way for anyone looking for some creative ideas). Upon seeing him as a judge on the show, I decided to check out what kind work he and when I saw his work I was amazed by his work and how he was able to make it in the industry.

Neville Page began his career as an actor after 2 years of acting school. His first roll as an actor was the roll of a Waiter in the show General Hospital. After is character was dropped form the show,he began to put an art portfolio together and will doing that, he needed to find other jobs to make ends meet and he began doing stand-up comedy at the improv hollywood and the Ice House located in Pasadena. While in college he met a man named Scott Robertson and they began to create things from medical goods to action figures. This then led them to Switzerland were they both began teaching at an art college and where their list of clients began to grow ranging from clients like Mattel toys to make action figures to Universal Studios to create the Men in Black ride. Eventually this led to him start working in CGI effects for feature length movies such as James Cameron’s Avatar to The Watchmen. Today, Neville is a creative consultant for Entertainment, toy, and automotive industries and also developing educational design products.

What makes we become inspired by Neville is not just the fact that he worked in the field that I’m in, But it is also how he to there. He didn’t start out doing 3D modeling He had to take other steps in different areas like doing acting then teaching, just to get to where he is now. Even having to perform stand-up while also putting a portfolio together in order to make ends meet reminds me of how sometimes to get to where we want to be we need to take other steps to get there. Also him meeting Scott Robertson shows how meeting new people and networking can lead to bigger and better things. But one other reason why I am inspired by him is the fact that, like me, he was willing borden his horizon within the industry and has work in different parts leading to him into being go to guy in the industry. He reminds me, we all have a path in life but sometimes we have to take different paths to get there and if though we may question it or maybe not want to do that we should because it may lead to something bigger.

http://www.nevillepage.com/index.html

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One of my inspirations: Hironobu Sakaguchi

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Video games have been my passion since my kid days and up to present-day, my love for them grew stronger. A lot of games have captured my attention but there was one game that made hearts of my eyes that I really enjoyed. Square-Enix’s Final Fantasy. Back then in the 80s, they were known simply as Square and their early success came when Hironobu Sakaguchi joined the company. That’s when his career as a video game designer started and in 1987, he created Final Fantasy, five years before me. Although very simple, the game was one of the reasons why I not only love gaming but admire the Japanese as well.

I know for a fact that Japan is very well-trained in technology so I want my skills to be just as good, well almost as good, as them. Anyway, Sakaguchi is also one of the reasons I wanted to be a game developer so I can create games as great as Final Fantasy. When I played his game, it took me by surprise. The drama it possesses, the emotions that sprang out, the story behind it, and the connections it made. I felt that I was actually there and I could sympathize with the characters. Sequels and spin-offs allowed my love to grow and I was surprised that he lasted all the way to his last game, Final Fantasy IX in 2000, one of my favorites so far. During that same year, he was inducted into the (AIAS), the Academy of Interactive Arts, the third inductee after Sid Meier and Shigeru Miyamoto for his groundbreaking work in his creation.

Hopefully, I’ll be like him and other great developers in my lifetime. But hey, I’m in no rush so I’ll wait until the right moment to achieve my dreams. For now, I’ll keep training and every day that I do, Sakaguchi will be there to inspire me.

 

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Tomas Jech, the animator

I always have a dream to become an animator. I love watching movies that show great animation skill. Tomas Jech is one of the professional senior animator who is currently working at Riot game on League Of Legends, which is one of my favorite games. He had interned at Pixar during his college year. He also worked on animating Halo, Bungie studios and Blizzard Entertainment after he graduated. One of biggest lesson I learned from him was insecurity. Throughout his career, he was vulnerable facing against challenges and felt insecure about his jobs. One of thing that he mentioned was being vulnerable wasn’t always a bad thing. You have to try your best to overcome these pressures that come from many places. Be afraid, Be scared.

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I want to be like…

Growing up, I was always the only female at every event I’ve joined. Whether it was sports, gaming events, or even hanging out with friends. I was the only female to ever be noticed as a “Cool guy with long hair”. Video Game Programming has been my interest since I was introduced to Computer programming. It is rare to hear that a female has done a program in a video game, especially if she comes from a different background that is not American.
Corrinne Yu is a professional programmer from Honk Kong but raised in the United States. She too grew up to be known as one of the “rares” not only in the industries she’s worked for, but even in her achievements in life. She studied Electrical Engineering before she even became a Programmer. She gained her experience by working with big Corporations such as: QuickDraw 3D, Ion Storm, Gearbox Software and was the founding member of Direct 3D for Microsoft. Reading about her, made me realize, if she can become this successful in the Programming world, then so can I…

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Blender Tutorials

This is link for Blender Tutorials:

http://cgcookie.com/blender/cgc-courses/blender-basics-introduction-for-beginners/

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I Aspire to be like: Game Programmer – Yuji Naka

In addition to the the creation of Mario, which set the standard for side-scrolling platformers in 1980’s and well into the late 1990’s, another franchise, helmed by Sonic Team Lead Programmer, Yuji Naka helped to create the status quo of fast paced side-scrolling platformers, Sonic The Hedgehog.

Naka first got his start in computer programming by learning how to program via replicating and debugging video game code printed in magazines such as Nintendo Power and PC Magazine. This experience at an early age motivated him to study assemblers and then went on to practice writing code during his school classes.

Around 1983, Yuji Naka saw that Sega was looking for programming assistants and decided to apply. After he was hired, his first project was a game called Girl’s Garden. His boss was impressed with the end result and decided to publish the game, and it earned him praise among their peers from industry professionals and Japanese gamers alike. Naka’s abilities as a game programmer were put to the test once again in July of 1987 for his work on Phantasy Star for the Sega Master System. He had taken the role of helping to create visually stunning (for its time) 3D animation effects present in the game’s first-person perspective dungeons.

His first big break in the video game industry did not come until the summer of 1991 when became Lead Programmer of the Sonic Team of the original Sonic the Hedgehog game as well as its subsequent titles for the Sega Genesis. During the early development stages for Sonic, when Yuji Naka played the original Super Mario Bros for the NES (Nintendo Entertainment System), he would speedrun World 1-1 for the purpose of getting to the level skip cheat in the next level via the green tubes. This concept of going through a game while emphasizing speed became the source of inspiration for Yuji Naka to create the game known as Sonic The Hedgehog.

Yuji Naka’s early designs for a platform game utilized a sphere shaped object moving through long tubes at high speeds. This concept for the game would go through many changes but would ultimately evolve into the game that we are all familiar with today, Sonic The Hedgehog. The final design for Sonic was conceived thanks to the help of character designer Naoto Oshima. Many of the iconic levels that we as “old school” Sonic fans have come to know such as Green Hill Zone and Mystic Cave came from the cotributions made by Hirokazu Yasuhara.

After the release of Sonic The Hedgehog, Yuji Naka had shifted his base of operations to Sega’s U.S. development team, Sega Technical Institute. There he collborated with American game designer Mark Cerny and the newly formed Sonic Team back in Japan. This new partnership amongst the Western and Eastern teams endured throughout the creation of Sonic the Hedgehog 3 as well as Sonic & Knuckles. However, a majority of the development for these titles was heavily worked on by the Sonic Team in Japan. After the release of Sonic 3 and Sonic & Knuckles, Yuji Naka was promoted to producer at Sega of Japan. During his time as producer, he held a major creative influence over many titles such as Billy Hatcher and the Giant Egg for Nintendo GameCube, Phantasy Star Online for Dreamcast, Sonic Adventure 1 & 2 for the Dreamcast; and Samba de Amigo for the Dreamcast.

In many ways, I have always looked up to Yuji Naka because he created one of the first games I ever played as a kid, Sonic The Hedgehog 3. That game for me helped to cement my interest in video gaming and ultimately became one of my biggest sources of inspiration for wanting to become a computer programmer. Furthermore, his work on other prolific titles throughout his career such as Phantasy Star Online for the Dreamcast and Phantasy Star Portable for the PSP (Playstation Portable) helped to mold my appreciation and fascination for Role-Playing Games. In many ways, his work is much of the reason why I wish to be part of this wonderful industry that only continues to get better with time.

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First assignment feedback

The screenshots were a nice touch but don’t worry if you didn’t do them. As long as I have a .blend file showing you did the intro tutorial and your codecademy user name to check your progress everything is fine. Make certain you also have sent me your github user account name as well. If you didn’t do the assignment yet, it’s late, but late is better than never. Get it done today and you can still get some points. I will be creating a group on github for this class that we will use to turn in assignments, when you get the invite for it, join it.

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Proof of work

Since everyone seems to be doing screen shotsProof

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Codecademy Python and Blender

Codecademy PythonBlender First Week

Here is my evidence that I completed your tasks. Enjoy!

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