Indie game development nhtv
I aim for quality over quantity. Games were always appealing to me, not just the entertaining side, but also the immersive and mechanical side. From an early age, I was already building maps with Lego brick for friends to play with. When I grew older, I started playing more games. When I graduated, I wanted to learn more about game development, not game art in particular. I always enjoyed the indie scene and multiple different disciplines appealed to me.
After the first year, the study got merged with the other game-related studies at the NHTV and I started following the Game Design and Production study, which I finished in the summer of Software Skills. A game where you hide stolen treasures Oh: there's also a bomb. Um jogo de esconder tesouros ah e tem uma bomba. Casual , Experimental.
Take a deep dive with high-flying schemers and lovelorn criminals in this first-person short story. A puzzler about an Ogre who is just too excited about life.
A sort-of sequel to Square Ogre. Slice of Sea is a peaceful adventure and puzzle game. You play as Seaweed, a sea creature clearly out of their element.
Join Flewfie and friends on an epic adventure! Explore procedurally generated islands in this fast-paced, sandbox survival adventure. Interactive Fiction , Story Rich.
Embark on an emotional first-person narrative adventure where you control the story with your real-life blinks. Fresh Games View more. This is primarily for games that have a gamer to design their worlds, or for games that adjust their environment depending on the actions of the gamer.
Designing these procedures is a difficult task that requires a technical artist to make many variations. Houdini is the ideal tool for this type of rapid prototyping. The third domain I see Houdini as being very valuable is in the design process of elements. Alchemy is such an example for creating 2 dimensional shapes and patterns that can be used as an inspiration.
For the levels of Xyanide an Xbox title I did the art direction on I had to design huge worlds and the problem that I was confronted with was that I had to design a huge number of different, and interesting, corridors and spaces.
Designing these goes well until you reach a certain point where you get a creativity block. But this can be applied to many other objects. The most difficult part of this approach is that, as an artist, you have to place yourself into the position of an art director. Probably the most powerful aspect of Houdini as a whole is the fact that it gives both small and big game companies a formidable control over their production pipeline in which elements can be parallelized that would otherwise have been impossible.
And these are also the findings of our students. Student Freek Hoekstra started his specialization in Houdini because Houdini allowed him to build the tools he wanted to build, tools that normally only could be built by a hardcore programmer. It is unique in its capabilities and very versatile unlike other procedural programs out there. Freek Hoekstra is a student that has successfully graduated using Houdini. So far he received many job offers within a few hours of the uploading his graduation work and has received many positive replies on forums, found his demo was being spread over twitter, through company internal mails, will featured in several articles and will be used in several lectures to show the potential of procedural modelling.
In your class does Houdini interact with any particular game engines? If so, which ones and how is the experience using them with Houdini? The actual interaction with game engines is something we have just set up recently, where we have set up a connection between Houdini and the Unreal Development Kit UDK together with a former student of mine, Jan Pijpers.
Our first student who specialized in game applications for Houdini has successfully graduated with a project that has attracted international attention. We would like to encourage greater use of Houdini tools in our Game Lab environment to promote the use of Houdini in games. What direction are your students taking after completing Procedural Modeling for Game Development?
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