Tuesday, October 16, 2007

And everything under the sun is in tune..



..but APOC has been eclipsed by the moon.

Sunday, August 12, 2007

new image..

well, we've made more progress than what this shows. still being held back by the engine but we've crossed that major mountain that was in the way.

there has been some role changes in terms of who is doing what but thats neither here nor there. dylan can tell you all about the game play junk when he gets the time/video up.

andy OUT!

Wednesday, June 20, 2007

Coming Soon! ... some stuff...

Just coming in and updating people. Sorry, long day, looking for something to do and figured I'd just talk to all the NON-people who read this.

Kind of Masochistic. meh.

We're coming along in what I believe to be wonderfully. Very shortly we'll have some real content from in game to show you. Basic mechanics, physical interaction with terrain, and others. May not seem like much, but gameplay wise it is the meat of the game. Visuals are just a little adder to make gameplay pretty!

Tuesday, June 19, 2007

IntroductEd

Hello world.

Figured I'd take the time to introduce myself as well.

Name: Edward Hagopian
Race: Human
Age: 24
Class: Level Designer
Level: 4

Description: 5' 11" fair skin, dirty blond, light brown eyes. I like fancy dinners and long walks on the beach...

Okay, enough of that. I've played games ever since I can remember, starting with the SEGA Master system and on from there. Fondest memories from my childhood are sitting in front of the TV with my brother playin' games. All sorts of games: RPG, RTS, FPS, SS, WTF, OMG, LOL.

Yes, I'm weird. Ask Andy.

Originally destined for Graphic Design, I reached an epiphany one day while on my way home from community college, and was then on determined to somehow reach my grubby (yet pleasntly soft) hands into the game industry. Four years later, and with enough Red Bull to drown Japan, I am now the proud owner of a Bachelors Degree in Interactive Design and Game Development from the Savannah College of Art and Design. Say that three times fast.

So now, finally, I've reached my goal... Sort of.

Throughout college, I had always assumed (like most people) that an industry 9-5 was in my cards. Little did I know Andy (and I guess, ultimatly Dylan too) was going to fudge that idea. Now here I am, stationed in a renovated garage, with little money, HUGE student loans, and no girlfriend, pounding out 10 hour days on a game that I wholeheartedly believe in. No paycheck, no insurance, no regrets.

Oh yes, life is good.

Compaired to Andy or Dylan I'm also a bit of an internet anti-social. I'm not on Myspace, Livejournal, or Facebook; I barely check my e-mail, and IM programs annoy the ever-loving rice out of me. That being said, you can expect my posts from here on out to be few and far between. Fear not though, I'm sure chatterbox Andy will keep our adoring fan(s) satisfied.

Oh yeah, my typin and seplling sucks too. Go figrue.

Sooooo yeah. Live long and prospire, Lok Tar and all that stuff.

Monday, June 18, 2007

Lordofduct explains the history...

Good day to those perusing our blog here at Dead Dog Studio. I am Dylan Engelman and I am the programmer/producer behind this eager project of ours. I am taking this time (away for smashing my head into the keyboard) to introduce myself to the readers.

I'd like to begin my introduction to you with a brief explanation behind the history of this project.

Travel back to my childhood, when I was a dysfunctional little child playing video games well into the late hours. I would spend my time investigating the small animations of the sprites on my 12 inch TV screen wondering how it is exactly they put this whole thing together.

Years later, the majority of which playing old school side scrollers, I decided I was going to dive into making a game. Blind as a bat I ran into an RPG project with out any clue to how difficult it was to make what is actually a very complex game genre. I fell flat on my face when lacking any artists, direction, or actual abilities in the area.

More time passed and I began brewing up ideas for a more trimmed down game. It began as an expansion of the Sonic the Hedgehog series, returning it to its side scrolling roots and adding in extra features that separated it from the herd. It was inspired by the cut scene from the Sonic CD game released for the 'MegaCD' tm. This was the root of the 'grab feature' (more on this in time to come). It was merely a fan based idea that wouldn't go much further then for personal enjoyment.

again, I lacked artists. I attempted to get Andy on, and he modeled me Sonic with some basic textures... but his boredom in the idea grew quickly.

I tweaked my ideas more, adapted Sonic over to a human character [AHEM, andy here... i actually had to convince him over a very very long period of time to use a human and not his beloved sonic... damn fanboys! ok back to dylan] and added a melee weapon to cover the attack. The idea was in baby stage, but Andy began shining onto the project. YES! More time passed and our ideas grew and grew. It again collapsed in between 05' and 06' with the passing of some family members of mine.

But it wasn't long before I got back on the ship, Andy and Ed were closing in on graduation from school for 'game design' and '3D modeling' when we decided to take on this ambitious project.

I hope you as readers follow along and enjoy the ride we take.

Engine!

First render of the general feel of the environments we'll be shooting for, as well as a posed shot of the main character.


In other news, we've decided on using the Blade3d engine (www.blade3d.com) and so far so good! Many thanks to those guys.

So yeah, tomorrow is animation day. AVIs are soon to follow!

Wednesday, June 6, 2007

Introduction

Hi all, my name is Andrew Hilderbrand and over the next year I will be creating a video game to be released on the XBOX 360 with Dylan Engelman, Ed Hagopian and a few others. So far we have 5 dedicated members of the team, this is a major feat for us and we hope it will turn out for the best.

This blog will be used to document our teams progress, my personal changes as an artist/game designer and serve as a means to release our content to the public (until it gets its own dedicated website). The game is very personal for us, it is what we would like to see released. What we long to play. Eventually we may have to settle into real-world jobs, but for now we are willing to dedicate our lives to making this dream become a reality.

I'd like to extend my personal thanks to everyone helping us with the project and everyone who follows this game's progress to release. Without you this couldn't be possible. Thank you.