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quoting from a MaximumPC Column writer,

PC Gaming is not dead, as much as it’s debated about…and the best Game of The Year 2010 was not Starcraft II, or Black Ops, or Civ 5. The best Game of the Year was Minecraft, and it’s not even finished yet. It proves that the indie model of small teams, low budgets, cheap prices, word-of-mouth, and startling creativity is once again the true center of PC gaming.

Minecraft is providing bulks of inspiration for Indie developers world wide. It’s simple “dated” graphics, sandbox style game, wide accessibility, has become a global cultural phenomenon in as little as a year.

Yes, it proves, a lot, for game development, we need fresh new creative ideas, and having insane rendering methods like parallex bump mapping or specular models make no impact on the project’s success. “Gaming on the Cloud” is also the next true frontier. Steam is doing it, Facebook social games has it, and mobile gaming from iOS and Android markets. Minecraft is a game on the cloud, all you need is a web connection, a “$100 netbook”, and you can hook up with the millions of players from around the world..or still enjoy it offline.

“why make a game to cater to your target audience? why not make a game that I myself would want to play? and then cross your fingers that everyone else out there wants to play it too?”
- Mojang Specifications

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lol i digg this game simply for their characters. :D

simple but still an interesting game concept…not a mechanic we havn’t seen before though.

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ok..wow. its like the only word in my puny vocab that i know to describe how…wow.. i was when i saw their new trailer.

FINally…anything with Gordon Freeman in my book = win. and this short film project, is pushing everything in that sense to the max. I absolutely appreciate all the effort they’re taking in creating this short film.

i only hope, and hoping really hard, it does not end up like the other 250 “half-life 2 Source Mods” which ended production before completion.. (yeah back when Half-life 2 made its debut and with it’s all new Source engine, mod teams were springing up like .. sprouts, promising all sorts of insane, awesome, mods based of City 17, Gordon Freeman, & Half life 2..only to end up with majority of the teams just disbanding their projects half way).

Beyond Black Mesa” has received superb reception, winning several Indie-film awards and getting into all kinds of magazines and buzz on the web. Definitely well worth the time to check their work out!!

I’m personally a huge, wait no, epic…yeah.. epic(!) … fan of the Half-life series. I feel all our games today, owe it to the original Half-life which debut back in 1998. It was Valve’s Half-life that changed games to what they have evolved into today. And it was Half-life 2 that raised the bar for our industry, yet again… from all standpoints, technical, artistic, storytelling, real time animation, rendering, materials, etc.

Enjoy, Beyond Black Mesa.

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happened to see this piece of art in one of the forums, belonged to one of the users there with a strong sense of design and color..
although, im not 100% sure this artwork belongs to that user or issit just something that was taken from the web as well.

but i love it! it’s awesomeeee. so dope!

do u know what this is? :D
im actually gonna go make a few of my own now too hahas..

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so Wikipedia, the all famous ”internet dictionary/encyclopedia” we are all guilty of using for our deeply-thought-out “end of semester Research Papers”, is currently seeking donations to “sustain and continue support” the site/project, keep the project free of Advertisements, etc.

according to this humble Appeal from the Wikipedia Founder, Jimmy Wales, a good 380million people use wikipedia in one way or another, every month. Wikipedia is a community driven site, unlike Youtube or Gametrailers.com or Google, which are maintained and managed by corporate folks in offices and such…which is why they are looking for donations!

check out the Wiki Appeal if you havnt done so! :D


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woot.. came across this indie too, another one to track!
another Unity game, looking promising, i especially digg the environments :D

it’s all about epic mountains and waterfalls and hovering sky gardens ^^!

being developed by Wild Games Studios, slated for release only at the end of next year (end 2011).. =l
i wonder how big the team actually is..some pretty sweet environment work..ilikeilike.
gotta keep notes on this title! be sure to give it a look see :D

preview trailer can be found at the studio’s game site: http://www.dhailasadventures.com/

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was looking over my portfolio and work and how to reorganize it best, when i decided to just randomly search the web for my old but favorite personal work i did for a counter-strike map…entitled “shotgun_base”. (here’s the link to my record of the work)

and it was really emotional(?) and very inspiring to me when i found a couple cs game servers actually running the map at that very moment…5 years later and people were still actually playing on my level! it brought back so many memories and it was very gratifying to watch them play on the level, and seeing how gameplay continued to unfold with the level’s design. i had joined the most packed server, with 11 players on each team for a total of 22, it was a blast to watch them play and comment about their experience!

i wish i could have recorded an in-game video of it in action, but blast my pc having slight issues and very low on disk space..so the next best thing i did was to take some photos!!

it’s little things like this that keeps me motivated to continue pursuing my passion and dream of being involved in game production in one way or another..

“photos” from today’s trip: ^_^

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i just don’t get it…Minecraft has been nothing but absolute  success. It has become the latest viral bloggers craze, every site has something about Minecraft.

just what about this 1-man-developed “game” is so intriguing that has millions worldwide addicted?

i decided to give the game a whirl on my own finally, the free version “Classic” is readily available for play in any web browser. In this free version, players simply join a multiplayer game with other people, and build anything they can conjure up in their imaginations, with 1×1 cubes. It’s like Kindergarten and Building Blocks all over again. And that’s it.

the world loves that.

apparently as you can see from this Statistics chart available at the main website.

Last 24 Hours: 7280 Sales.

at €9.95 a piece, or about $16USD a piece, thats already $116,480USD. For just the past 24hours. And because it’s managed, updated, monitored, developed, debugged, all by 1 person, all that money goes straight to him. No publisher to split it with.

what gives? @___@
share your thoughts, why do you play it?

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epic short…are you freakin’ kidding me..!

guess which part is real, and what is digital :D

watch first, then check out the “making of” after…

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found this the other day, thought i put it here for “safe keeping” and my own reference..
i’m guessing this is somewhat the average poly budget we get when we work on any next-gen game..
key to note is that part about it being mostly dictated by what the game is planning to have on-screen at any one time.

below discusses tri-count:

From UDN: ______________________________________________

Typical Content Specifications

Here are the guidelines we’re using in building content for our next Unreal Engine 3 based game.


For every major character and static mesh asset, we build two versions of the geometry: a renderable mesh with unique UV coordinates, and a detail mesh containing only geometry. We run the two meshes through the Unreal Engine 3 preprocessing tool and generate a high-res normal map for the renderable mesh, based on analyzing all of the geometry in the detail mesh.

* Renderable Mesh: We build renderable meshes with 3,000-12,000 triangles, based on the expectation of 5-20 visible characters in a game scene.
* Detail Mesh: We build 1-8 million triangle detail meshes for typical characters. This is quite sufficient for generating 1-2 normal maps of resolution 2048×2048 per character.
* Bones: The highest LOD version of our characters typically have 100-200 bones, and include articulated faces, hands, and fingers.

Normal Maps & Texture maps

We are authoring most character and world normal maps and texture maps at 2048×2048 resolution. We feel this is a good target for games running on mid-range PC’s in the 2006 timeframe. Next-generation consoles may require reducing texture resolution by 2X, and low-end PC’s up to 4X, depending on texture count and scene complexity. Environments
Typical environments contain 1000-5000 total renderable objects, including static meshes and skeletal meshes. For reasonable performance on current 3D cards, we aim to keep the number of visible objects in any given scene to 300-1000 visible objects. Our larger scenes typically peak at 500,000 to 1,500,000 rendered triangles. Lights

There are no hardcoded limits on light counts, but for performance we try to limit the number of large-radius lights affecting large scenes to 2-5, as each light/object interaction pair is costly due to the engine’s high-precision per-pixel lighting and shadowing pipeline. Low-radius lights used for highlights and detail lighting on specific objects are significantly less costly than lights affecting the full scene.

and below here i believe they’re talking in polys:

Polygons counts for some of the Half-Life 2 characters:

* Soldiers: 4682
* Police: 3852
* Resistance: 4976
* Zombie: 4290
* Helicopter: 6415
* Strider: 6444
* Alyx: 8323

There are no fixed rules in determining how many polygons you use in your model, or how much texture resolution you’ll use in your materials. There are upper limits of engine capability, (10,000 polygons/model, 17,433 vertices and 2048 texture size) but these aren’t usually going to be what you’re shooting for. You’ll need to consider how many of the character, vehicle, or prop you’re making will be on screen. If you’d like dozens of them on screen at any given time, you’ll have a different budget than if you’d only like to see one of them ever on screen at a time. With humanoid characters, especially for multiplayer use, you shouldn’t need to go over 4000 polygons to get a character that has enough detail to accurately describe the form, bend properly at the joints, and have enough edges to light properly. Of course you can have more than that, but with normal mapping, and high res textures, you shouldn’t really need to.

read on for more over at CGTalk.com =)

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hmm… time has finally come, putting together my portfolio and demo reel..looking at some other reels out there to get ideas for presentation..and oh man..

the stuff coming outta VFS (Vancouver Film School) simply shadows out any of the work coming out of my school..at least in the 4 or 5 years i’ve been at my school, and visiting the winter/spring show events, i don’t recall seeing any kind of work as intense as the work by VFS students. Same degree program, but seems to be a whole different ball game at VFS.

either ways, these are my favorite reels and probably the most inspiring ones. it’s nice to see what another student that went through the same degree program but just at another school can achieve in the same time frame.

cheers and press on.

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here’s another really good inspiration for aspiring game developers.

proven yet again and over again, and very strongly with MineCraft, you dont need good art to make a million dollar game.

all it takes is an idea, and then executing it.

Minecraft has been generating more and more news, accordingly, this independantly developed “game” has sold over 200,000 copies, and caused Paypal to freeze the developer’s account due to “suspricious activity”.

In September 2010, Paypal froze Notch’s account due to “a suspicious withdrawal or deposit”. At the time, Notch said there was about €600,000 in the account (about 750,000 US dollars). As of September 12, 2010, the account has been unlocked.

A recent update released for Minecraft which returned over 1000 additional sales instantly within 24hours…and has been steadily continuing to rise.

Games like Minecraft makes me think about Farmville..another absurdly successful game. Game art? Average..Game Design? Outstanding. 80million players for Farmville.

Check it out, there’s a free version of Minecraft too.
Read more about Minecraft and the developer:

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geez summer is whizzing by.. already july now and well into the summer class session..

so many things want to get done “in the summer” , been lazy to squeeze time to blog D:

well .. recently had a small taste of success with Games..in a way i guess. made money from games, a first for me, and definitely not the last! If anything it’s more motivating and inspiring for me to continue pushing through these tough waters.

So i decided to give up completely on a video game i’ve been playing on-and-off-over-breaks for the past 2 years or so…gave up the game account, and sold these virtual game assets for real cash, in USD. It banked me a decent total $1700USD. It’s time to move on, time to get serious, i’m about to graduate and finally get my foot (someway or another) into the harsh and cruel & yet gratifying world of Game Development.

$1700 is nothing, it barely pays my rent and keeps me alive/feeds me for a month. But considering, it’s $1700 from one game alone, it shows me just how potent the game market is. People will do anything, and pay anything, for something they are this passionate about. This is the very reason and example why the very commonly used “Free-To-Play” model is used…hundreds and hundreds of MMORPGs (Massive Multiplayer Online Role Playing Games), especially strong in the Asian market, all advertise as “free-to-play” games, but they all have their own in-game cash shops or Premium Item virtual stores, where players can purchase additional virtual goods for microtransactions, say $5 for a special character armor set, or virtual pet. It’s a very successful business model. These game companies earn in the Millions of monthly revenue (example would be Nexon). Of course, you first need a strong playable game, otherwise no one will even patronize your virtual game goods.

I still havn’t decided what i want to spend this money on, some thoughts include bribing my friends to work with me to develop my facebook game, buying a 55” tv, or a new computer.. :D

Hey, i just sold my video game for $1700USD, of course i’m excited about it! lol… No, it’s not a collection of “10 old games that i don’t play anymore and i sold those”…. i sold, my game account, for one game.. and i’m very glad i did, it’s time to move on and get focused on the real world and my real passion, making games!

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wow. so i just saw an incredible video of a Samsung Event, where they did an installation and projected 3D material on an old Dutch building, as part of their ad campaign for their new 3D HD LED Televisions.

that video, perked my curiosity instantly, and i spent the past straight 3 hours now just reading up more and more about this “3D Projection” technology, and it’s not that new, even though i only just saw my very first 3D Projection video. There’s been other “attempts”, or projects, in similiar fashion, but i think this recent Samsung is one of the best and strongest examples of the technology.

Yes, 3D Projection, as in watching 3D stuff in realtime, without the need for “3d glasses” …it simply works. After digging more into this tech, i noticed that the effect is the best/strongest when the environment is at its darkest. Like street lights should be turned off, surrounding buildings or malls should also have their lights all turned out so the area is as pitch dark as you can get.

i personally enjoyed how “the average person” is shown fully appreciating Technology..they gather around public areas and smile and laugh, having a good time with what this kind of advanced technology can bring them. It’s amazing.

Check out these collection of videos of 3D Projection Mapping..it will blow your mind.


On the site of a thousand years of violent history, ACDC were pitted against Iron Man in a ground breaking architectural projection mapping project. The front facade of the Great Keep at Rochester Castle, was brought to life using the latest in 3D animation techniques. This onslaught of the senses, saw the castle confront it’s ultimate challenge. Warping, morphing, spewing and collapsing before the audiences eyes. Let there be rock!

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Modnation Racers! Following in step of Sony’s other “play, create, share” games like LittleBigPlanet, Modnation Racers offers you, to let your imagination run wild and create your very own unique avatar, as well as a race kart… apparel, color choice, stickers, accessories, body kits, vinyls, decals, you can create just about anything your artistic soul can think of…

and then, race it.

Racing like the way of Mario-Kart style “battle races”, you get special bonuses during races to take down your friends and boost yourself into the lead. The race tracks themselves are equally whimsical, with random obstacles sprawled all around the environment, shifting bridges, big air jumps…andd after you’re done playing, dive head on into the game’s seemingly-equally-robust racetrack editor! Build the track of your dreams, then share it online with your friends and loved ones, and take them on in your very own “home turf”!

This might just turn out to the competitor of Mario Kart! Only time can tell, ModnationRacers releases May 25th, 2010, on the Playstation 3.

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