Journey to the west [:西遊記:]

사진 설명이 없습니다.

2013年,当我担任公司的技术美术总监时,我介绍了两个人开始制作的独立游戏。
我没有建立公司,但是我在良才洞Soho中心设有一个小办公室,并在与Someone合作之后进行了开发。
即使有一个基准测试游戏,但制作过程却是由于这样的事实,即诞生更接近工程师。 第二天就去公司工作……这并不困难,但游戏性也是一个问题。
没那么有趣。
这是一个独立的游戏项目,我对缺乏乐趣感到非常兴奋,从这个过程中我收获了很多。
我似乎已获得很长一段时间的报酬,但感觉不到。
在开发的早期阶段,游戏本身与技术方法之间的联系非常差,而且不是很好。 可能已经过了几个月,但这是值得的。

In 2013, I introduced indie games that I started making with two acquaintances when I worked as a technical art director for a company.
I didn’t build a company, but I got a small office at the Soho Center in Yangjae-dong and developed it after work with Someone.
Even though there was a game of bench-marking, the process of making it was due to the fact that the birth was closer to the engineer. Posted to the company the next day to work … It was not hard, but also game-play was a problem.
It was not so fun.
It’s such an indie game project that I’ve been so excited about the lack of fun that I’ve gained a lot from this process.
I seemed to have been paid for a long time and didn’t feel it.
In the early stages of development, the game-play itself was very badly related to the technical method, and it wasn’t very good. It may have been a few months, but it was well worth it.

这是我以Tech art director的身份工作期间,在下班后一点点开发出来的Indie Game画面。和以前的同事引擎程序员一起以COCOS2D engine为基础,添加了Bullet Physics,追加开发了3D概念。开发过程中,引擎程序员入职其他大公司后忙得不可开交,我也转到了外籍公司,之后开发中断了。说实话,我们停止开发的原因是虽然这是我们做的,但也太没意思了。

These are Indie Game screens that I developed a little after work while working as a tech art director in Korea a long time ago.
I worked with my former colleague engine programmer to add Bullet Physics and 3D concepts based on the COCOS2D engine.
During the development, after the engine programmer moved to another big company and became too busy, I also moved to a foreign company, and then development stopped.
Honestly, the reason we stopped developing was that we made it too much fun.


Tool Research and developments





FASTEST MOBILE FAKE BRDF SKIN SHADER 2012 in years

FASTEST MOBILE FAKE BRDF SKIN SHADER

This character used custom mobile skin shader.That shading theory is blend normal and sin base ambient cut out darkness attenuation.

It support to all android device and ios device all even thought It just support for NVIDIA Shield game device.

We some made skin shader.

Our fake SSS skin shader implementation theory used blend normal.

NVIDIA Tegra3 Tech Dev log by since 2011 in years.

Tech prototype works for Tegra3 GPU ordered from NVIDIA.

Using the Nvidia physics engine with some configuration is very important.
After the monster has completely fallen, you can see that chronic problem of Rag-doll trembling is not seen.

使用具有某些配置的Nvidia物理引擎非常重要。
在怪物完全掉下之后,您可以看到没有看到Ragdoll的长期发抖问题。

Improvement works since by 2012 in years.

First proto-type nvidia tegra3 interactive demo Graphics works.

Cat Warrior Substance Package. V.1.0

This asset pack made by since 2014 When I live in Korea.

It data pack have substance desinger material with related shader for Study about SD workflow.

Click to image can be move to Gumrad liked page directly.

Freeze On Air online dev since by 2004 in years.

Invested from http://www.gomcorp.com/ and developed at Brownie Studio.
A casual sports online game project where I left the design company Artbox in 2004 and participated.
My joined the Motion Design Team as a team leader and served as a development PM.
All engines and tools were developed in-house without using a commercial engine.
Overall, the careers of the team members were short, so in many fields I had to leading this.
Participated from prototype to CBT.
Participated in development for about 1 year and 6 months.

由http://www.gomcorp.com/投资,并由Brownie Studio开发。
一个休闲体育在线游戏项目,我于2004年离开设计公司Artbox并参加了该项目。
我以负责人的身份加入了运动设计团队,并担任开发项目经理。
所有引擎和工具都是在内部开发的,没有使用商用引擎。
总体而言,团队成员的职业生涯很短,因此在很多领域我都必须领导这一工作。
从原型到CBT参与。
参与开发大约1年零6个月。

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