Metroid

Man, there is maybe 1 dude in a million who loves the Super Metroid soundtrack like I do. I can't even explain exactly how much I like it.

I got April Fool'd by my own computer.

My USB drive, which I rarely use, decided to steal the F: designation because my external drive wasn't plugged in. So when I went to commit my code changes to F:/SVN, it didn't exist anymore!

After some googling, I found that Vista has a disk management tool where you can set the letters for drives - but since I'd removed the USB drive by that point, I couldn't even find F in the list.

Rebooting fixed the problem, like always.

Ha ha, Inspiron. You got me good. But this year's best gag goes to Qualcomm:
http://www.qualcomm.com/innovation/convergence.html

Is my site dying?

It ate a blog entry a few hours ago, and the connection always seems tenuous at best. I fired off an email to DreamHost, we'll see if it improves.

Resumé

I attempt to keep this resumé up to date. It is available in doc, pdf, and odt.

Career section finally... existant.

I ended up installing a handful of modules I learned about while at work like imagecache and lightbox2. I'm happy with how it turned out. Ideally, I'd like to theme the pages by node-type, but that can wait.

Sixchamber Quicksilver

GContent: 
Ray's evolution
An outdoor tileset
The quick and dirty test spritesheet

Megaman HD


Megaman HD was to be another learning experience - and I actually intended to release this one for free online. I wanted to take my programming knowledge and attempt to match a design document. This project was to combine the C# knowledge I learned with AI design, character design with an eye towards established patterns.

GContent: 
Full size sprite sheet!
Jet Woman
Tank Man and Ghost Man
Barricade Man

Metroid Lightspeed


Metroid Lightspeed was my second foray into XNA. I learned a lot about game development from Ardor, including the value of backing up your code. My most obvious lesson, though, was "don't try to make a huge, complex game first." Often the axiom for beginning designers/programmers is to "make Tetris". Well, I knew I could make Tetris. Actually doing so seemed like it would reinforce what I knew, but it wouldn't teach me much.

GContent: 
Some ship sprites.
An early iteration.
The title screen.

Ardor


The Ardor project is around 9 years old. I started it with my best friend Wayne Kelley after I graduated from High School. We were deeply inspired by Squaresoft's "Golden Era", and we wanted to make the epic RPG to end all epic RPGs. We split the cost of Xenogears Perfect Works, a 200 page tome written in Japanese - that's how into RPG's we were. We plotted characters, story points, magic systems, mythologies, religions - real hard core world building. It was my first foray into game design of any kind.

GContent: 
Our hero, Aescher Darcuris.
His stalwart friend and my online namesake, Cainas Delzhand.
A screen from a Zero-Punctuation inspired tutorial for my sophomore game design class.  There are about 20 of these!
The world map.

Article Idea

Just had an idea for an article. Should be about how game designers are akin to pulp novelists - the industry is currently afraid to leave gaps in our plots, we focus on a platonic ideal of meaning as opposed to a dialogic meaning. Reference Bakhtin, Iser, Plato