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User: jenso

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  1. what about the EDSAC OXO program on The Earliest Documented Video Game · · Score: 1

    The tennis for two game was created in 1958...

    I teach a class on videogame history, and this game of knots-and-crosses (OXO) in 1952 appears to be the earliest well documented computer game.

    You can even download a simulator and play/modify it.

  2. my cs degree on Best Degree to Pair w/ a B.Sc. in Computer Science? · · Score: 1

    I actually did go back for a master on top of my BS CS degree. I was very interested in 3D graphics and animiation, and I had a chance to work with some really talented profs, so I took the chance...

    I've written animation and motion capture software and helped another company create a game engine from scratch - now I'm creating online games for the web and teaching videogame creation and history. All of my professional experience has been creating software for (or with) artists, and I've really come to appreciate the artistic side of things.

    If I was going to go back now I would add an art degree to my roster... my exposure to art and design has helped me push my career to a place I never imagined it would go...

  3. Re:This Whole Thing Is Stupid on EA Predicted to Announce Madden, NHL Sales Drops · · Score: 3, Interesting

    "the only platform that matters -- PC"

    check out the 2004 esa report "essential facts":

    http://www.theesa.com/EFBrochure.pdf

    in 2003, sales of cosole games were $5.8 billion, compared to $1.2 billion for pc games. oh, and the ps2 version of madden was the best selling console game - and it's not even on the top 20 list of pc games....

    i'm a pc gamer at heart myself, but it's a small market when compared to the consoles... this year should see an increase though, with all the good pc games...

  4. game engines / ut2003 on Trying Your Hand at Level Design? · · Score: 1

    i'll offer my opinion on this....i've been a gamer for most of my life (starting with the early arcade machines, an atari 2600 and my apple ][) and i have about 10 years of professional development experience in games and related industries (animation programming and 3d special effects).

    i'm currently teaching two videogame classes at MCAD - one is a history of videogames, the other is vs3370 : creating 3d virtual experiences / an introduction into 3d videogame design. basically, this class is an introduction to creating 3D game environments -- emphasis is on content creation tools and pipelines. for my class, i wanted a general purpose 3d game engine that would serve as a nice introduction to creating 3d game content and environments.. for this, i focused mostly on first person perspective engines.

    you'll need to evaluate what type of game content you'd like to create (FPS, RTS, RPG, etc) and choose an appropriate engine and toolset that will allow to focus on the type of content interested in. increasingly, level design and level creation are becoming two different tasks -- if you are creating a demo yourself, you'll be filling both roles.

    after evaluating the games and engines last summer, i chose Unreal Tournament 2003 and the ut2003 engine for my class, for many reasons:

    • ut2003 is a derivative of the unreal engine - it's been out a while and is generally stable and easy to install
    • the editing tools ship with the game (on the cd) and include decent documentation.
    • the editing tools aren't perfect (none are), but are certainly more polished and professional than typical game editing tools. it's also very easy to import 3D assets from 3ds max and maya, which allows you to leverage any existing 3d experience you've got.
    • video editing tutorials from buzz3d are available for free online (slashdot article)
    • the ut2003 game engine directly loads the files that are created by the editor -- this makes things much easier in general, and also allows you to directly inspect (in the editor) any level that you can play with the game.... if you see a cool effect in a level, you can check it out and see how it was created.
    • level lighting and compiling is a relatively foolproof single step process. it's much easier to setup and use than the quake engine based games (quake 1/2/3 and derivatives, like half-life). the down side to this is that visibility culling - determining what to draw and what not to draw - is a manual process in the unreal engine. this can be good and bad...
    • this engine supports indoor environments as well as larger outdoor environments - most games tend to specialize to one or the other.
    • the unreal engine is widely used - many games, many companies, many platforms. the quake 1/2/3 engines are also very popular - as are game engines like renderware (although renderware and commercial engines like it do not have a standalone general purpose engine...)
    • Epic Games seems to be very committed to helping people create content for this engine. a free version of the engine is available (slashdot article) - so you can easily create a self contained demo of what you've done...
  5. more editing utils.... on NES Game To Bitmap Converter Debuts · · Score: 3, Informative

    for some more rom editing utilities, check out the graphic editing utilities section of romhacking.com: http://www.romhacking.com/utils/graphics.php