Tuesday, February 15, 2011

Terrifying Thoughts

The Manifestation of Fear

It is the day after the Ever Popular Commercialized Holiday of Valentine's Day and I came to a sudden realization about my life. On Valentine's Day we want to be able to say we have someone close in our life. The one thing is I don't have someone in my life at the moment; it really is not a big deal for me because I been in this place before. However, I had this bit of an epiphany about the emotion we call "love," and what it really means to me. Saying "I love you" is said very often by people who really have no idea what the emotion's manifestation. What it truly mean to love someone is meaning to truly open yourself up to another person. To make yourself just purely and emotionally naked! In other words, you are emotionally vulnerable and being so vulnerable leaves you open to magnitude of pain if the relationship goes awry. Honestly, that truly is the most terrifying thought ever! To show yourself bare to another person who is not related to you and has known you for a short period of time.

I am pretty used to being by myself, but sometimes I wish I can be in a relationship. To put yourself out there like that to share yourself with another person. Metaphorically it is as though you open chest up and say "Please invade my heart, but I ask that you be most careful in there because it is the most fragile part of my body and my soul." To reiterate, that is a very terrifying thought. That is fear manifesting itself as another emotion and you ask yourself "Should I risk it with this person." But Life is an adventure and sometimes we got to take the good with the bad. A broken heart can be healed over time, but that brings me to an interesting thought: I have a love/hate relationship with Time. I say this because Time can heal all wounds, but at some point Time makes fools of us all. Then it really upsets me is Time is cyclical which basically means: my wounds are healed and I get on with my life, meet someone, heart broken, and now I look like a damn fool, but overtime I will be okay again. Life is Pure Irony Sometimes. So suck it up and learn how to live with it because these roommates are terrible at times but have their beautiful moments.

 

Once again this is another bit of a thought as opposed to something that is worth reading. For that: I apologize to my readers and I promise my next post will be something worth knowing :) Love & Peace

Andrew Christopher Dieppa

Sunday, February 13, 2011

The Eve of Valentine's Day

Mark the date: February 13, 2011

Hello to all my followers of my blog. I post on the Eve of Valentine's Day, and I did something I never done before. Most of my friends and my family will tell you that I, Andrew (Middle Name Left Out) Dieppa have never been one for Valentine's Day nor other holidays. However, something is different about me; I feel open. Almost as though I have been touched by some kind of spirit that influenced me to dive into this commercial based holiday which is really about martyrdom than love.


What Did I Do?

I decided to take it upon myself to sit down and write my own Valentine's Day cards. Then go into PhotoShop to make digital cards, and finally make a website to host all the cards. This is where it gets good; since I am Andrew (Middle Name Left Out) Dieppa I decided to put a twist into the mix. All eight of the cards I made are part of a series that are actually one big puzzle. Each card has a deeper meaning then its intention, and when a reader has them all together and figures each of them out they add up to something bigger. There is a hidden message within the collective whole of the cards. I am of course Andrew Dieppa the Enigmatic Brain Mind and I had to do this. However, no one really has to participate because the cards themselves meaningful individually to the specific person I written for.


This is my entry for the time being, but I will be back for an update about my life in the world of game design, technology, satire and literature. Ta, for now readers :D and Happy Valentine's Day <3

Sunday, November 28, 2010

My Novel Is Finished

NaNoWriMo

As of November 28, 2010 at exactly 3:08 AM I have finished writing my novel for National Novel Writing Month. It was a grueling 28 days of solid writing. Well, technically It was 24 days because there were days I did not write anything at all. However, that is neither here nor there. What matters is I have officially finished writing the rough draft of The Departing Tale of Christopher Lamont and the Hereafter. There were times I did not feel like writing, and there were times I could not stop writing. All in all I am satisfied with the book and I cannot wait to post online for everyone to read it. That is it everyone that follows my Blog I want to thank you for reading.


Thank Yous

Before I end this I want to go ahead and thank some people who supported me in my efforts to write this book. I want to thank all my friends Jevon Alexander, Tiffani Franco, Pierre Borges, Roderick Hossack, Gil Barrett, Kimberly Sushil, Lara Savage-Bukens, Katie and Robert, Ron Marrs, and May Marrs. Honestly, David gets a special thanks for being the one to tell me "fucking do it man." Honestly, thank you all for supporting me and you all have my love :D

Monday, November 1, 2010

Looking for a Job; 4 Projects; NaNoWriMo

Up to Speed

It has been a while since I have done a blog post on here. Lately, I have been busy with a few projects and looking for a job as a software developer. There are four projects that I am currently working on at the moment which include two fictional writing projects and two game development projects. One of the writing projects involves a friend/colleague of mine by the name Jordan A. Card whom we teamed up to finally making one of our many comic book ideas into a reality. The other writing project is for a novel I am up with a few weeks ago in early October.

National Novel Writing Month

The book is about a little boy who journeys through the afterlife to see his departed mother. I decided to write the book during National Novel Writing Month in November. I already finished writing the first 1,700/50,000 words of the book. I am thoroughly excited to write the book, and I am encouraging my friends to pester me to make sure I am on top of writing it. I remember the day I came up with it was during the mist of writing some game design ideas for Sushil and my game we are working (Another section). I ran the idea through Sushil and he said I should go for it. Also, I have received numerous encouragement from other friends to write it.

A Game Project with Sushil

One day I get an e-mail from Sushil while I was at work about he had this game idea that sound similar to my idea. When Sushil ask me that both game ideas were too similar that if he should back off. Proceeding to giving him the go ahead to develop the game on the condition we both team up to develop the game. As of now my responsibilities are to find an artist to work on game assets and to do cut scenes. My other job is to program the menu and the world map of the game.

Well, readers that is it for now. I will come back soon for another update halfway through month of November. I will not leave you hanging because I am going to leave an excerpt from The Departing Tale of Christopher Lamont and the Hereafter.

Prologue

Where does this story begin: once upon a time, or a dark and stormy night? How about if this story ask the question: what would you do if you had one more chance to see a past loved one? Would you go through great lengths such as sleeping in the bathtub with a toaster; make a deal with the devil; conduct a seance; pray to God?

Well, there was one little boy who wanted to see his mother again, and went through one perilous journey to see her. The little boy was only ten years of age, and only knew very little of the world around. However, he would go through the spiritual world known as the Hereafter to his beloved mother. This little boy was not aware of the risk, but he would endure everything for just a few moments with her. The little boy I speak of is Christopher Lamont, and this is tale of journey through the Hereafter.

Sunday, September 26, 2010

Attempt Failed


"I am without guess,
staging my life to be odd.
Around me are confused,
Attempting to understand
breathes Enigmatic Brain Mind"


Sunday, September 5, 2010

Indie Game Developers are the New Garage Rock Bands

Let’s Start a Band!

Remember back in the older days when a group of teenagers who would meet during their music class and talk about starting a rock band. Then they would meet after school assign themselves the instruments of bass, guitar (lead/rhythm), and drums. After all positions were decided then they will begin to “jam,” come up with songs, and write lyrics. However, it seems times are changing and youngsters want to develop the next top selling game.

Resources Offered

The resource tools for game developed that once belonged to big name game companies are now available to the mainstream public. Frameworks such as SDL, OpenGL, DirectX, SDKs, XNA, Unity Game Engine, and Unreal Game Engine are now available for download on the internet. Along with the primary websites offering the development kits also feature tutorials on how to use them properly.
There even exists websites and blogs which are dedicated to teaching people how to program their own video games simply and quickly. Now a person who has the drive, someone to do art, and another programmer is able to build a simplistic game to test the waters of game development. The further they dive down into it games will become more elaborate and feature better graphics and unique game mechanics.

No Corporate Strings

                One of the beauties of indie game development does not exist the higher seat of power that will limit indie developers’ creativity. Therefore, games can feature some unique game play features and intuitive game mechanics. Deadlines do not exist unless the developers themselves want to them to be present.
                However, indie developers want ways to monetize on the games they release to the public, and need to find a place to that offers that service. For Flash video game developers there exist a site called Mochi Media which places ads within Flash based games as so the publisher of the game will receive money for each ad that is viewed. Another way is through the Xbox Live Indie Games where developers pay $100 to Microsoft to publish games on their Market Place to monetize on the games they sold.

                With all these ways to learn a new game development framework and researching ways to monetize on creator owned products is why indie game developers are similar to garage bands. A small band of creative minds assembling together to produce a product for people to enjoy.

http://www.examiner.com/game-design-in-orlando/indie-game-developers-are-the-new-garage-rock-bands">Check out the article on the Examiner

Thursday, August 5, 2010

The Art of Video Games

When people think art the first thing that immediately comes to mind are the brush strokes of Van Gogh, Picasso, and others that are similar in the sense of the word. However, never the names such as Yoshitaka Amano, Akira Toriyama, or Joe Madureira come into mind. These are the artists’ work in video game industry, specifically in the character art sections of the video game development.
                Having the mindset when it comes to art, video games do not fall into that category because games such as Halo, Gears of War, and Modern Warfare 2 immediately come to mind. Honestly, anyone can look at those and say that is not anywhere near a type of art because they are mindless shooter games. From the perspective of someone that has met with developers, level designers, audio engineers, and artists within the game development industry I can tell you it is broader than what most people think.

Character Art

                One of the basic ideas of art is the conception of character art. Looking at video games such as Dragon Quest Series, Final Fantasy Series, and Lost Odyssey there are a lot of emphasis on having characters that stand out from everything else in each game. This is because these games are known as Japanese Role-Playing Games (JRPGs) which are popular in both Japan and the US. These characters go from being conceptualize in sketch books, mock ups, criticize for editing, re-drawn, and to finally being put through another process of character modeling.
                Character modeling is another process where a 3D modeler uses a 3D modeling program (3D Studio Max, or Maya) to take a sketched character from a sheet of paper to add more depth to them. This process gives a character more life, and receives the features of animation. An in game character needs to be able to have several animation (running, walking, and attack), but 3D animators need to make sure that character emote expressions during cut scenes of a game’s main storyline.

Level Design

                I happen to be close to this topic because I have had a passion for level designing for two years now. In video games level designing is where environments are built using assets created by 3D Modelers/Artists and Audio Engineers. Level Designing gives a game more depth because levels within a game build a world unique to a video game’s theme.
For example the video game Resident Evil which was released back in 1996 was one the scariest games I have ever played because how the atmosphere was set up. As you are moving the character through this mansion out in the woods you can see the grandfather clock, hear it ticking, the rain hitting the windows, the silence of a deserted dining room and upon entering another room a zombie ambushes the character. The way the level designers set it up was to give the player a feeling of alone, dark, and marauding on the fear center of the brain.
Another example this sense of immersion can be seen in the game Beyond Good and Evil has a traveling mechanic of using a hover boat vehicle to get to different locations of the game. Traveling on the water of the game’s world would allow a player to catch the sight of creatures, cities, villages, and huts are seen inhabiting the game’s world. I can recall a time I was traveling to a mission location and saw the game world’s sun setting behind mountains as these whale-like creatures emerged from the water to dive back in. It was absolutely a breath taking sight and I was able to capture it on with a screenshot mechanic featured in the game.

Unique Art Styles

In the recent games Super Street Fighter IV and 3D Dot Game Heroes used very unique art styles to make their games stand out from the rest of the competition. In Super Street Fighter IV Capcom had their 3D artists use a technique called cel-shading (a 3D model mimicking a more hand drawn style). All the characters, level environments, etcetera were model using this technique. Super Street Fighter IV’s art style is heavily influenced by the Japanese art style known as sumi-e. The characters were given heavy brush stroke outlines on the outlines of their bodies.
Another game had a unique art style was 3D Dot Game Heroes for its use of a retro style graphics in a 3D world. All assets that were feature in the game’s world were built using this block looking system that made everything look like a pixelated 3D model. The game featured this unique style as a way to homage old games that were on Atari 2600 and the Nintendo Entertainment System also known as the 8-bit era of video games.

Where VGs Stand Now

                This is just from the perspective from someone who works in the industry and who has been playing video games for four-fifths of his life. Video Games for years now have featured some beautiful styles of art a character walking across a screen to environments of a game’s world. Video games are the living canvas that people can explore with just a controller, a console, a television, and of course a game to play. However, there is more to just 3D models, and hand drawn character concepts that makes video games an art. Just talking about the art is only scratching the surface that goes into game development.