Thursday, June 24, 2010

Orchard

Designed a new Intro Video for Xanadu Games' Xanbats Season 2




Listening to the Honey Trees.

Friday, June 18, 2010

The Last in Line

Did a quick Cinema4D text intro for my friend Dave's boxing cast, and ran a MoGraph physics test for the sake of..running a physics test.





Getting a good idea of how Cinema4D works; it's an extremely efficient utility and also capable of high quality results. Will be experimenting more with text likely in the near future.

I've been tossing around various ideas for an anti-zombie product infomercial revolving around motion tracking; stay tuned. In the meanwhile, here's the Dio album I've been rocking for the past week or so. You should, too. One Night in the City, Evil Eyes, and the title track bring that ageless, core metal that is too good.



Friend's music project, recently made the AOL Spinner a week or so back. Good vibes.

Wednesday, June 9, 2010

Early June

Been listening to 1900s stuff over 2000s stuff the past week or two.

Old.




Been keeping myself as productive as possible, learning how to use CSTools in Cinema4D and working on several different After Effects projects.

Monday, March 8, 2010

Inspiration March 8

Inspiration post.

Visually, maybe you could buy me this treehouse or these posters.

http://www.fubiz.net/2010/01/20/tree-house/

http://kitsunenoir.com/2010/03/01/tavis-coburn-illustrates-the-bafta-nominees/


On the music side of things, Florence and the Machine hasn't left my car's CD player for at least a month.






On the film side of things, maybe I will see this movie.



Food for thought.

Sunday, February 28, 2010

Welcome Back

Now that the post-Evo rush has ended and I've eased into a more comfortable schedule, I can dedicate the appropriate attention to this blog and its content. I'll be revamping it as a more arts-design-inspiration centric blog, as opposed to a blog for game theory and design.

I'll take this space to point to Tobias Boesen's Out of A Forest.

Out Of A Forest from Tobias Gundorff Boesen on Vimeo.



This stop-motion animation is absolutely brilliant and well polished. The lanterns dangling off tree branches is an enchanting visual kick and really establishes that 'homey' warmth while also setting it outside the typical; absolutely love it. I'm also impressed that the guy shot stop-motion outdoors - even at NIGHT - undoubtedly a giant pain in the ass.

Wednesday, August 12, 2009

Evolution

I haven't been able to update this blog recently due to being extremely busy with various projects and getting prepared for my recent trip to Evolution. Expect a post in the near future on Evolution 2009, as well as thoughts on the upcoming console release of Tekken 6 BR.

Friday, June 12, 2009

Three in a Row

A handful of posts ago, I wrote about how every competitive game can, in part, be traced to Rock Paper Scissors. Recently I found myself locked in combat in a certain game, and it struck me then that I may have failed to acknowledge that game as the other base competitve game patriarch - or matriarch, if you will; Tic Tac Toe.

Tic Tac Toe is, for all intents and purposes, the shittiest excuse for a game this side of Pin the Tail on the Donkey. Everyone knows how to play TTT; simply get three of your mark, X or O, in a row on a 3x3 grid, and you win. And as you likely know, Tic Tac Toe has been solved. What this means is, it is possible to ensure a win or draw for yourself, regardless of what your opponent does, starting from the beginning of a game. And if you sat down for ten minutes tops, you too could solve Tic Tac Toe (if you haven't already). If you play first, your best move is any corner square; if your opponent doesn't respond by taking the center, you have won. If you play second, the best you're likely to do is a draw even against unknowing players, so just play to not lose and avoid maximum shame.

Now, TTT is one of the first games you teach your kids; it's not designed to be a competitive game. Still, it's important to note that someone playing TTT for the very first time has zero percent chance of beating someone who has the maximum knowledge of the game, someone who has solved it. The newcomer might luckily or intuitively fight his way to a draw, but that's the best he could hope for. And in games with more complex rulesets, the further away a possible human solving sits, and the more likely it is that the player who is more knowledgable within the system will win.

Tic Tac Toe can be forced by both players into a draw, Connect Four is a guaranteed win for whoever plays first, and Checkers is also technically a game that ends in a draw. Computers are still working to solve games like Chess, Othello, and Go, with some partial success. Computers, however, will never be able to solve Rock Paper Scissors (harrdy harr); bringing in that distinctly human guessing / prediction element. Both knowledge and prediction are integral in successful competitive games; and the most basic examples of those two concepts are easily found in Tic Tac Toe and Rock Paper Scissors.