Thursday 29 September 2016

Instant Good Day 2



Kind of project: day/night cycle for Unity3d
Client: all Unity3d devs community
Producer: Blex Interactive (myself)
Comments: A lot of hard work has been put during my “free time” on the making of this new version. It took me longer than expected but all the attention to detail has paid off: many people are enjoining using Instant Good Day 2 in their projects.

First version of this asset was done according to my personal specifications and for my own use, this new version is all about user’s feedback and suggestions. I am very glad to see how together we have come to a very solid, polished, easy to use and pretty looking day/night cycle.

The user manual is also a very important part of the user experience. It guides the user through every aspect of how it should be used, identifying every feature, exploring all the demo scenes to identify implementation examples and finally a troubleshooting section with all the possible scenarios that I was expecting people to encounter.

It means a lot to see all this effort been appreciated and know this asset is now part of many interesting project types including desktop, mobile and even VR.
Video: clic here
Website: clic here

Tuesday 14 April 2015

Stonehenge



Kind of project: Stonehenge 3d model for Unity3d
Client: all Unity3d devs community
Producer: Blex Interactive (myself)
Comments: I love ancient megalithic structures in general but this one is probably my favorite, I wanted to "feel" how it would be to walk inside it and since I have never done that in person until now, I did it in Unity also using Instant Good Day as part of the magic formula. I liked very much and I had a lot of fun investigating and modeling very close to the real thing based on photos taken by tourists. I decide to give the final model for free so anyone can use it on their projects.
Website: clic here

Saturday 24 January 2015

Instant Good Day



Kind of project: day/night cycle for Unity3d
Client: all Unity3d devs community
Producer: Blex Interactive (myself)
Comments: doing some architectural exploration project with Unity I realize that I will going to need a reusable yet simple and good looking day/night cycle solution for my projects needing outside environmental lighting so I decide to do just that, later I convert it on a product for the asset store having until today a huge success which I am very proud of.
Video: clic here
Website: clic here

Monday 5 May 2014

Decisions on Deadline



Kind of project: investigation game, journalist simulator
Client: Gush Productions
Producer: Frima Studio
My tasks: AS3 programming
Comments: this is the best way of describe this project as it is writen on its webpage: "DECISIONS ON DEADLINE is a fun and fast-paced journalism game where players are journalists running down stories in the fictional town of Southside, USA. Players work against the clock and under a strict budget to report on the daily dramas of this community, and figure out the Who, What, When, Where and Why for each edgy and entertaining story. All this while navigating a string of ethical dilemmas similar to the ones all journalists working in the digital age."
My tasks were about:
- complete game programming
- lead programmer coordination tasks
Video: clic here
Website: clic here

Tuesday 18 February 2014

3oak casino





Kind of project: online casino and gambling for mobile
Client: 3OAK
Producer: 3OAK (Frima Studio division)
My tasks: AS3 programming
Comments: This was the first casino suite made by this new Frima division and was meant to be the insignia product for future similar implementations for external clients. I was a fun experience and a lot of exploration. I am specially proud of the slots machine mechanic and the roulette's ball physic behavior.
My tasks were about:
- create the slotmachine core mechanic that reacts in a natural way to the results comming from the gambling server
- create the complete roulette game and all the multiplayer concurrence
- create the complete videopoker game
Website: clic here

Tuesday 19 June 2012

Skylanders Spyro's Universe






Kind of project: MMO (massively multiplayer online game) about a virtual world for kids
Client: Activision
Producer: Frima Studio
My tasks: AS3 programming
Comments: This is a project complementing the main console version of the game. This started as a social gathering place where to play minigames but it is turning into a true MMO also incorporating new content based on next game near to come. Free play is possible without having any figurine but most of the game is planed to use several registered figurines using the game Portal or the webcodes, just as the console game.
My tasks were about:
- extending the avatar system in preparation for new features (pet system)
- created the Artificial Intelligence Behavior Controller and new avatar behaviors
- extending the in-game news system
- minigames completation, re-fact and debug
- general bugfix and optimization
Video: clic here
Website: clic here

Tuesday 15 March 2011

Bearville






Kind of project: MMO (massively multiplayer online game) about a virtual world for kids
Client: Build-A-Bear Workshop
Producer: Frima Studio
My tasks: AS2 programming
Comments: This is a huge virtual world made for kids who has buyed a "furry friend" at a Build-A-Bear Workshop store. This is a very huge project indeed, it has so far more than 22MM active users. Despite it is avaliable for free for any user, most of the content is avaliable only after the registration of a doll buyed in the store thru an unique id that comes with it. Here I had the oportunity of working with an incredible team and learn much more in deep about how MMO games are made.
My tasks were mainly:
- creation of Weather Manager: handle in-game weather effects like snow, rain, etc.
- Throw Something Activity: enable the player to throw different things to other players or valid targets
- Hit-it activity: interactive elements that react to things throwed to it
- Feed the Snowman: Special Xmas activity combining ThrowSomething activity + Hit-it activity + Weather manager, players throw snow balls to a SnowMan who eat them and grows, after growing enough it will exhale and creates a snow storm
- TemporalRides activity: use a ride for limited time
- Horse Ride: first implementation of TemporalRide where user can ride a horse for a couple of minutes each day
- InternalTransitController: controller used to handle avatars transit from one zone to another linked by a "bridge" element using a custom animation, example: going up and down on a leader
- mamabear chat: special in-game console for the Client
- Events Chart: in-game debug console that display current events in an interactive calendar display
- SimpleQuest: save load progression states and custom info, used in other internal modules
- Boardgame minigame: minigame where besides the board logic and special cámera movements, I also did an stand-alone avatar manager
- ZooBabies minigame: nice minigame with a cool 3D fake effect on it
- Created the TutorialManager and the first tutorials
- integration of new content (items, interviews, quests, etc)
- programing changes, enhancements and new features on several minigames
- general bugfix
Website: clic here
Video: clic here

Tuesday 11 January 2011

Leapworld





Kind of project: MMO (massively multiplayer online game) about a virtual world for kids
Client: LeapFrog
Producer: Frima Studio
My tasks: AS3 programming
Comments: This is a virtual world made for kids who has buyed the LeapFrog console like the Leapster Explorer. I entered to this project 4 month before official release date to help arriving on time and after that I stay in it doing more features and enhancements.  It was a very interesting experience since it was my first big AS3 project and also my first participation in a project about an MMO game. I learned many things but also I gave my contribution based on my experience to obtain the final product. I spend a whole year in this project so I had to dive in deep in code done by several other people for a long time. It was a lot of fun and a hard work too.
My tasks were mainly:
- develop new features like the PetSystem: integration of the console's Pet by importing it by the sync process to the virtual world to follow player around, was able to learn some tricks
- integration of new elements like some interactive tutorials and shops
- complete, re-fact, enhancements and new features on several minigames
- general game performance and fine tune like in path finding obtimization, friend list and proximity list corrections, memory leak fixes, etc
- completing several imcomplete modules
- lot of general bugfix
Video: clic here

Wednesday 25 November 2009

Blowing the leaves



Kind of project: prototype (AS3 test)
Client: n/a
Agency: n/a
My tasks: design and programming
Comments: This is a simple test of my recently migrated core classes used in my past projects (mainly in videogames) to AS3. That includes:
- class that handles global variables and general use functions
- class that handles timeInterval or enterFrame based main endless loops with and state machine in it, this is used as life objects base
- class that keeps track of all life objects created dynamically, this is used as a registry
- class that handles multiples displays containers in layers
- example class, in this case leafs and it's behavior as a life object
- application class with specific code and logic of a particular project
- 3rd party class for testing working with external classes, in this case greensock tweening platform for as3
- main document class that implements all
It has been fun so far, now I can't wait to make a hole big project with this new toys!
Meanwhile I'll keep "blowing the leaves"...
Link: clic here

Saturday 10 October 2009

Virtual trip: Venezuela








Kind of project: flash interactive map of Venezuela with a virtual trip thru the main cites with photos
Client: myself
Agency: n/a
My tasks: design, programming and animation
Comments: This was an interactive map made for helping me with an oral presentation that I did. I took me 2 nights. The thing that I like about it is that I could solve how to talk about all the main cities, geography, culture, typical food and tourism with a simple virtual trip pice made in flash, also by putting all the photos assorted on top of the map I could talk freely about them in an organic way dictated by the audience mood. The photos has some physics and also if you hit barspace while you are holding them, they zoom in. I liked it and audience too.
Link: clic here

Friday 14 August 2009

TurboLex


Kind of project: flash game
Client: Maizoritos
Agency: ARS Interactive
My tasks: concept, programming and game integration
Comments: This kind of game remembers the a old-fashion 80's shooter games, this time with different elements related to the product and the prizes that the website will give to the visitors later on. It has 7 levels of ascendent difficulty and 4 different types of power ups, bombs, lifes and very cool action sounds. I had so much fun doing it.
Link: clic here

Thursday 13 August 2009

Tato el Hacker


Kind of project: flash game
Client: Maizoritos
Agency: ARS Interactive
My tasks: concept and programming
Comments: I made this game divided in 2 parts where one is based on the popular Simon game and the other inspirited in Audition Online game's interface where we have to do a sequence and hit space bar on certain moment linked to a synchronical beat.
Link: clic here

Saturday 4 April 2009

Plumrose Venezuela's website





Kind of project: flash website
Client: Plumrose
Agency: iCONOS
My tasks: programming
Comments: This is a very simple flash website, the fun part was making it dynamic acording to some .xml files where a CMS could overwrite the content without touching the flash source files.
Link: clic here

Wednesday 28 January 2009

Guerra de Agua

  


Kind of project: flash game
Client: Maizoritos
Agency: ARS Interactive
My tasks: concept and programming
Comments: I made this and I'm happy with the result because it was a 3D simulation of shooting something in the space where there wasn't real 3D engine because of the project's budget. The client was very exigent with the "feeling" of the game, and he was really satisfied at the end.
Link: clic here