Posted by Andrew Czarnietzki
Jan
29
2010
Introductions out of the way, let’s get into this little project of
mine. In my professional life, I have spent the last 5 years building
either intricate environments in pureLIGHT or working on advanced
physics based simulators using the Unreal 3 engine. I also have a bit of
a background through school in abstract sculpture and have always
described myself as “thinking in 3d”. While I am looking forward to
certain challenges in this project, I figured I’d start out easy by
playing to my strengths. Therefore, the quintessential points of this
game are:
- Heavy use of pureLIGHT (I have a soft spot for the clean “lighting
study” aesthetic)
- Heavy use of physics
- Interaction between the physics and pureLIGHT (have to give this a bit
of a unique gimmick after all!)
- Abstract shapes (with an emphasis on form vs texture)
- Emphasis on 3d gameplay
The first thought that came to mind could be described as an odd blend
between Marble Madness, Pinball, Geometry Wars and Super Mario Galaxies.
A bit of an odd mix, but I think it could work! As a teaser, here are
some screenshots showing the first test environment with two alternate
lighting states:
Categories: Design, Pics
Posted by Andrew Czarnietzki
Jan
29
2010
Hello internet! Welcome to my little development blog!
Before I get into the project, a little bit of back-story. For my
day-job, I’m Technical Director for 3DI. I’m also the original pureLIGHT
user, hammering out projects back when it was a clunky piece of software
called “lightmapper”. I’ve lost count of the pureLIGHT scenes I’ve built
over the years, but my favorite have always been the abstract
architectural lighting studies – many of which now decorate the
pureLIGHT website. This style doesn’t really apply to the serious games
work done at 3DI, but I’ve always maintained that somewhere, somehow,
this style would fit wonderfully into a game. My first attempt at
applying this style to a gaming environment was Hanging Gardens – a
project that I had a lot of fun working on and generated a very positive
buzz regarding the rather unique aesthetic. Hanging Gardens scratched a
creative itch and certainly proved that there was a place for pureLIGHT
lighting in a gaming environment. With the release of UDK, I started
thinking that I could apply my background with both pureLIGHT and Unreal
and actually make a game that played to those little abstract lighting
studies I’ve always enjoyed making.
That brings me to this yet-to-be-named pet project – a project that
plays to my strengths in both pureLIGHT and Unreal and gives me a
creative outlet without the stress of the projects I deal with at work.
(I absolutely love my projects at 3DI, but there is something to be said
about instant gratification – like making a quick sketch without having
to see it through to a completed painting). I would like to see this
project turn into a fully fledged independent game, but right now I’m in
it for the journey and not the destination. I figured that this journey
might be an interesting story to tell (at the least it will likely show
some pretty pictures involving pureLIGHT) and I hope to tell this story
through this blog. I hope this glimpse into my process is interesting
and useful to you – personally, I’m very excited to see where this will
go!
(until comments are worked out, I fully welcome your input via my
e-mail: andrewc[at]purelighttech.com)
Categories: Design