New Video Tutorial

December 14th, 2008

I have a bit more time to start fleshing out the site better and I have posted a new rigging video tutorial and added an additional page where you can currently download free Maya tools. Keep your eyes peeled over the holidays, as I should have some time to add more new content.

In other news, Minotaur China Shop has been released! Go give it a shot if you haven’t checked it out yet!

The Distant Future…

December 8th, 2008

!Rebolt! is going to be wrapped up and submitted to the App Store within the next couple of days. I made up a launch trailer for it today to show off some of the different gameplay elements. With this done, I’ll be working on some more projects of my own this month, so hopefully I’ll have a chance to share them. Enjoy!

Maya Python Nodes - Compound Attributes

October 17th, 2008

If you are anything like me, you are very underwhelmed by the documentation available for the Maya Python API. Sometimes the information you find in the API documentation does not match what actually exists in the header files. Sometimes you cannot find sufficient examples of what you want to accomplish in Autodesk’s sample scripts. When you really hit the bottom and have to scour the dregs of the internet, you will typically find a dearth of information.

Because developing Maya Nodes using the Python API has consistently been an excruciating process for me, I want to save you the headache and post things here as I come across them. Most things turn out to be fairly simple, yet require a lot of hair-ripping to sort out. One issue I came across today was setting values for compound attributes. Read the rest of this entry »

!Rebolt!

October 13th, 2008

Alright well we have finally settled on a title for our iPhone game, which will now be known as !Rebolt! Matt put out a new piece of footage showcasing some weapon effects. We should be mostly wrapping the game up this week and plan to release it soon after the Unite conference.

Robots!

October 6th, 2008

I have recently entered into the wonderful world of iPhone development. Although it is fun to use some interesting visual tricks on such a limited platform, I have been surprised by its 3D capabilities. My brother, Matt, and I started developing a new iPhone game last weekend for TIGJam 2008. For lack of a better title, I am calling it Robots! right now. Here is some video capture of what we managed during TIGJAM.