For week six Chris and Aaron made the trek out to San Fransisco to the annual Game Developers Conference (GDC) where they showed the latest version of our game Kiwi Catapult Revenge. The feedback we got was amazing! People were blown away at the head tracking performance that we’ve achieved, and everyone absolutely loved our unique art style.
Live From The USA
I write my penultimate blog of the Ultimate Coder Challenge II from the comfort and isolation of my GDC hotel room, where I spent the Saturday coding away on my Perceptucam app.
Ziggy plays guitar.
Well here we are, nearing the end of the Perceptual Challenge. There's not much longer to go with the competition, so it's time to start locking things down. and really starting to test the application. To that end, I've been concentrating on adding some gestures in to trigger the gesture creation, and doing some of the standard application housekeeping work such as creating an installer project.
Intel® GDC 2013 Ultrabook™ Skills Contest Description
1. How to Enter
To enter, participants must go to http://gamedev.wufoo.com/forms/ultrabook-application and fill out an application form in which they will be required to:
Here are my entries for the Perceptual Challenge submitted a few Wednesdays ago. To add more value to the Show & Tell, I thought I’d also include my lessons learned while making each of these apps.
Frankly, the API and SDK for developing with Unity and the Perc, are well-written and comprehensive all things considered. I do not know about other teams, but from my perspective, this is far from the wild west of experimental programming back in the 8 bit and 16 bit Amiga days of copper list hacking and trial and error pioneering stuff.
Come together (Right now)
Well this week has been really really cool. Why? Because all the pieces are finally starting to come together, and what we’re seeing is super exciting. But rather than tell you about it, we thought we’d just show you:
As you can see I (chip) have been putting Danny’s “Director” script to good use, framing our shots for our “scenes” and authoring the camera transitions.