Thanks @Dave Finch for this great example! This is my favorite of all the Minecraft scripts out there already. I’ve update this great tool with a little more Python fancy schmanciness. Made it object oriented and added some functionality with the idea of upgrading the algorithm to generate the maze, make it 3D, and add some funkiness. Stay tuned!
Watch the first trailer here!
People are buzzing this morning about the new trailer released today from Rockstar Games for LA Noire (not sure where the extra “e” comes from), a game that’s exactly what it sounds like, a film “noir-esque” detective drama/police drama and other LA film noir movies like The Big Sleep,Double Indemnity, Chinatown, and LA Confidential.
I’ve gotta say the Harry Potter trailer out today didn’t do a whole lot for me as far as wanting to go and get the game as soon as it comes out. The game animation seemed a bit stiff and I don’t go for the 3rd person type of games where the camera is all over the place. However, a big advantage this game has is the spell casting system for the Wii where the endless flicking system has been replaced with the more traditional point and cast technique.
Watch the trailer after the jump.
A couple of very special trailers are coming out today. Following the trend “Zombies make everything better”, this one is officially online at IGN and all over the internet this morning. Rockstar’s very awesome Undead Nightmare is here and looking ghoulishly entertaining. Marston goes up against zombies in this add-on release. Check out the gallery of images and the trailer after the jump.
Halo Reach is finally out and i’ve been on it almost every day since it came out this week. I am now a proud owner of the Legendary edition! Flame-on! Let’s hope I can keep up my work Working on Halo even in a relatively limited fashion, not being on the Bungie team but Image Metrics, is quite satisfying.
Working a technical directing capacity on this game gave me a chance to further develop my pymel prowess and write some tools for me and another team member to use to integrate Reach scenes into our animation pipeline. Doing this drastically cut down the amount of time to process what seemed like close to a hundred scenes. Here are a couple of examples of pymel GUIs I put together to run the tools.
Check out these links on Reach:
Ok, i’m not a serious blogger and I don’t pretend to be. It’s getting late in other words and i’m keeping this short and sweet for my own benefit. Maybe when I give a $#!+ if people read my blog i’ll start being more thorough about my posts. I just call it as I see it right now. I’m not on the edge of the razor blade but i’m getting there. Making the $#!+ streamlined is what i’m trying to do right now and writing more, recording what i’m seeing instead of passively letting it wash over me. Sooner or later I want to go back and read this stuff I guess. Or maybe it’s just to cement in my mind that it really happened. Naw, but really, I have work on some stuff before I start getting serious about forcing myself into the limelight. I’m content with doing that yeah… Until then, i’m just-a-dancin’-with-ma-self-oh-ohhhh.
Oh yeah, this is got some good $#!+ in it. Some bad $#!+ too.