East Bay Studios Shoot

20081024_PaulRohde_EastBayArtGalleryShoot__MG_1045.jpgAbout two weeks ago I got a call from a model I had worked with in the past saying that she was setting up an event at a new studio that was was opening down in Provo. We talked a bit about what was going on and she asked me to come down and do some shooting with some other photographers and models. I don’t think I fully understood exactly what the event was going to entail but I agreed to come if I had time and if school permitted and didn’t really think much about it.

A few days before the actual event I get a call from her asking if I’m coming and that, if I do, she’d arranged for me to be one of the main photographers there and have my own area to setup and shoot in. Cool right? The whole studio area was larger than I had imagined it would be, but I had a nice large area to setup in, plenty of rooms to stick my lights wherever I wanted to and plenty of photographers and models coming and going from my station.

20081024_PaulRohde_EastBayArtGalleryShoot__MG_1102.jpgAll in all, a good night, met some good photographers and models with the added bonus of lots of good pictures.

Enjoy :)

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Fracture – The Game

One of the cool things about Neumont is that every so often an assignment comes along that intrigues and causes you to become way more obsessed and involved in that assignment or project than you normally are. One of my current class is a course in XNA, which is Microsoft’s game and graphical development libraries for building games for both Windows, and for the Xbox ad Xbox 360, making it a powerful game development suite powered by .NET and C# (My current language of choice).

The first very, VERY beta version of the game was turned in late last night… or early this morning depending on what time zone you’re in :) The basic premise was to make a simple 2D game from the techniques learned in class, vectors, shapes, zdepth, and text… just basic simple stuff. We were required to have more than one character with a frame based animated sprite, multiple opponents, and collision of some sort or another and some overall game logic (game over, you win, you lose… you know the drill) For those of you that know me from before I came to Neumont one of the big things that originally drew me into computers was making and creating games, my parents were rather strict and against me playing many, if any games at all, but for the most part they didn’t mind me making and creating my own games. Being 14-15 at the time, trying to wrap your head about 3D matrix transformations, vector math, ridged body dynamics, path finding and node graph transversal… Wow, parents must have thought I was crazy (Thanks for all the books mom and dad! :)

So, for your perusing pleasure, I present Fracture, the result 3-4 day coding, lots of coffee, ~40 source files and classes and approximately 7000 lines of code and the Photoshop skillz of yours truly ;) It’s a side scrolling, completely 2D sprite based game (no 3D objects or cameras or anything at all). Your goal is simple, survive to the end of the level, don’t hit the white circles that come in and bounce around the screen or the bullets they shoot at you and destroy as many of those dang white circles as possible.

So.

If there is enough interest, *cough*splutter*comments*cough*, I may continue working on this and get it release ready. You know you want to play an awesome game of shooting little white circles that are trying to run themselves into you and shooting at the same time to achieve the never ending highest percent destroyed per level up to the highest level possible :)

But for real, leave a comment, tell me what you all think, how it looks, even how much it sucks and what could be better :)

(Click the thumbnails to view a full sized image)


Screenshot 1



Screenshot 2



Screenshot 3