Entries for tag "events", ordered from most recent. Entry count: 126.
# My Lecture on CareerCon
CareerCon is an event organized in various cities in Poland, dedicated to all kinds of jobs in IT, e.g. for programmers. You can find there many companies advertising their job offers. Entrance is free, but requires previous registration on their website. There are also some presentations every time.
13 December 2014 the event will take place in Gdańsk, where I will give a lecture "Architektura wspó³czesnych gier video" ("Architecture of modern video games"). If you are a professional programmer or a student interesting in career in IT, I'd like to invite you to come and listen.
# PsyChill Evening - my first music visualizations
Yesterday I had an opportunity - for the first time - to show my visualizations as a VJ on a music party. The party was called PsyChill Evening, took place in Paszcza Lwa, Gdańsk, Poland and its musical style was described as "Psychill, Psybient, Downtempo, Psydub and Ambient".
Just like DJ is someone who plays music, a VJ is an auxilliary role of someone who makes visualizations in real-time, displayed using a beamer. There is some software dedicated for this, like Resolume or ArKaos, but what can be more fun for a graphics software enginner than coding my own software? So I made one. Honestly, I planned to write program like this for years, while now I had to do it in just one week, right before the party. It's written in C++ using DirectX 11. Here is how the result looks like:
As you can see, the rendering here is not very sophisticated, CPU- or GPU-intensive. There are just some 2D textures transformed and blended together (plus feedback from previous frame, plus symmetry) - all fading in and out smoothly, as it was for chillout music. But that's not the point here. There is some interesting code under the hood, like the way a "scene" is described in memory with all these changes that happen over time. Time is expressed inside the program not in seconds, but in beats, so after setting right BPM (Beats Per Minute), it synchronizes nicely with the music. The movement of these textures, as well as color transformations are all procedurally generated and random, so it's somewhat different every time. Of course, there is much more to be done here. But now all I need is some sleep :)
I love electronic dance music, so I'm very happy I could connect it wih my profession - graphics programming :D
# PGA + ZTG 2014 - Photos
Last weekend I've been in Poznań on PGA - Poznań Game Arena (gaming expo) and ZTG - Zjazd Twórców Gier (gamedev conference, happening in same time and place). Here are my photos from these events: PGA i ZTG 2014
# Pixel Heaven 2014 - My Photos
Here is the gallery of my photos from Pixel Heaven 2014:
# Pixel Heaven 2014 - My Impressions
31 May - 1 June I've been in Warsaw on Pixel Heaven. As I haven't been on previous edition, I didn't really know what to expect. Timetable was full of various activities - lectures, competitions or just opportunities to play some games. Would it be only about retro games, or also modern games? Only about indie games, or AAA games too? Is it more for gamers, or for professional game developers? What about demoscene? Either way, I decided to go there.
I'm not really into these retro platforms, so I planned to go listen to lectures about indie game development. I've seen and heard many interesting stuff there, like Adrian Chmielarz from The Astronauts presenting their game - The Vanishing of Ethan Carter - for the first time!
But as it turned out, I met so many interesting people there (some of them I haven't seen for years) that I've spent most of the time talking with someone :) It's a coincidence that just recently I've heard stories of several people who work for many (some more than 10) years in just one company. Very often that's their first job after graduating university. They speak with confidence like they know a lot about doing career. Surely after all these years they were promoted many times. But at same time, I think sometimes such people preceive possibilities and limitations of their job as something obvious, its rules as something critically important, like it was whole world. I don't think it's good attitude and I want to avoid that.
On the other hand, noone can try in his life every possibility in terms of work and career. For example, someone who already has a house and spouse and children and mortgage many not be willing to move to different city or country or try to make his living from doing a startup or indie gamedev studio. That's why I think it's so important to talk to many different people and hear their stories. Knowing how working for some other company looks like, whether your competition or in completely different business, or how totally different may someone's work and lifestyle be (e.g. freelancing, working from home, being a consultant, traveling to different countries to do different projects, making a startup) is mind-expanding because it makes you think about your own career with all its pros and cons in the context of bigger picture of what's possible.
Back to the Pixel Heaven, I recommend this party to anyone who is interested in either retro games or indie games. There is a lot of things to do all the time so noone should be bored.
# Simple 2-digit Method of Task Management
Managing some list of tasks to do (or "TODO list") is very important skill that helps in both work and everyday life. I usually use GTD (Getting Things Done) method. But sometimes, like on the recent Hack3city competition, a simpler method is more suitable.
A lot could be said about this subject (maybe some day I write an article or prepare a presentation about it). Generally, tasks to do can be organized based on different criteria, like:
Even after "filtering" only tasks that you can do and you should as soon as possible, they can be sorted in three different "dimensions":
It's obvious that not all the tasks will be done. During a 2-day programmers' competition, just like in everyday life, writing down ideas for doing things is good, but there is never enough time to complete them all. That's why there is a need for some method of deciding what to do next. During Hack3city, I came up with a simple, ad hoc method, which I want to describe here. The goal of developing it was to make the bookkeeping of the list as quick and easy as possible.
During a hackathon like Hack3city, where we created most of our game in just 2 days, the 3rd dimension is not important. Sure sometimes something must be coded quickly because artist or level designer is waiting for it to be able to continue his work. Then I do this first. But otherwise all tasks are equally urgent - they should be done in the short amount of time, during the event. So what I did was I opened the system Notepad and started writing down tasks and all ideas that should be/could be added to our game, one line each. But instead of starting a line with "-" for just a bullet, I started it with two digits, meaning:
Normally I just delete lines with tasks I finished, but since some time during the event, I started to move them to "DONE" section instead to show them later in this post. So here is partial task list from our game:
23 smoke effect when player falls onto the ground
22 flashlight rotates when player dies
23 flashlight rotates following player walking animation
31 spear, shooting from a wall when player pushes a button
12 delay appearance of "game over" text
22 push button
12 door that can be opened
13 red eye of zombie should pulse and blink
13 graphics in the menu instead of text
31 sound effects
33 fix ladder climbing animation
31 fix double-jump bug
22 walking sound effects should be played randomly
12 parallax for moving background
21 bug: player death animation doesn't work
11 playsoft logo
12 zombie: add hysteresis to the decision weather approach the player
21 death from the spikes
12 turning flashlight on and off
22 there are some bugs/spiders walking on the floor
33 a spiked ball on a chain, hanging and swinging from the ceiling
Of course the list of tasks was constantly changing as artist, level designer and me came up with new ideas or decided that something is more or less important, found new bugs during testing etc. But I tried to concentrate on finishing one thing at time. When finished, I picked up next task to do according to following rule: I reviewed whole list to find a task with the smallest sum of its numbers. So the order in which I was doing the tasks was:
This way we managed to accomplish most of the tasks we planned so we were quite satisfied with our game as it looked and worked pretty much as we planned. That's why I believe this simple 2-digit method of managing task list is good for hectic, time-constraint and constantly changing work environment.
# Hack3city 2014 - Review
5-11 May 2014 there was first edition of Hack3city - a hackathon in Gdańsk, Poland. It was interesting and unusual in many ways. First of all, there were 4 different tracks, so each developer could choose what is interesting to him.
Teams could have up to 3 people. Of course I was in the Playsoft track. We made a game together with Arek Duchnowski and Marcin Szymczak, who work in aideMMedia.
On Monday evening there was an official beginning (and free beer :) That's when themes of each track were announced. During the week we could work on our projects from home. On Saturday and Sunday (including the night) we were invited to work all together in an open space in Starter.
Also on Saturday organizers announced additional "diversifiers" (like on Global Game Jam). Fulfilling them was additional plus. For games, they were like "graphics is black and white", "game is controlled with one button" or... "game includes Playsoft logo". You could imagine how such logo might be used in a game themed "fear of the dark" :)
On Saturday and Sunday we have 3 meals - all for free (and free beer at the end :) There were mentors representing the sponsoring companies available in place so we could ask them for help.
There were totally 19 teams participating in all tracks. Most of them were in the gamedev track. Projects were evaluated by a jury based on a 5-minute presentation and there were winners selected in each track. Some teams just presented their applications, while others focused on delivering a PowerPoint presentation. Finally we took 3rd place. See also more about Our game from Hack3city 2014.
But the event was not only about programming. Maybe because it was organized by and in the Starter, it had a "startup feeling". For me it looked like many people, while being programmers, were more focused on money and business than technology. Maybe the culmination of it was presentation of an application that helps with first aid - shows information about how to help injured person, helps measuring rate of artifical respiration etc. Someone from the audience asked a question: "Do you have business model?" Someone else from the audience answered jokingly: "If you want to save someone's life, please first watch this ad".
Overall I think the event was well organized. Rules and general feeling was somehow similar to Global Game Jam, still quite unique and different in many details. I don't know if it's a good idea to announce the theme on Monday and allow working during whole week. Developers with lots of free time have advantage over these who study, have family or a full-time job. I also didn't like the idea of presenting each project 3 times instead of only at the end. It took lots of precious time that we could spend on coding and also made the final presentation less of a suprise. Everything else was great (did I mention free beer?), so I recommend attending this event when it will be organized next time!
# Global Game Jam 2014
Last time I wrote about our game Ball-B, and today I'd like to say few words about the Global Game Jam in general. For those of you who don't know: It is a worldwide one-weekend event about making games. But it's not just a virtual event where people stay at home and communicate via the Internet. Different organizations around the world share their place so people come to meet and work together as teams. There were 6 sites in Poland. In Warsaw for example, PolyJam 2014 was organized by Poloygon interest group in Warsaw University of Technology. Our site in Gdańsk, called 3city Game Jam (see homepage, entry on globalgamejam.org, Facebook page), was in the office of gamedev studio Playsoft. It was the biggest site in Poland and - according to page Jam Sites by Size - 38th in the world our of 488 with 111 participants. And there was also a waitlist of those who didn't register on time because of limited capacity of the office!
Organizers encouraged us to use Chronolapse to record a time-lapse video from screenshots taken from our desktops in the background. That's an interesting program - I didn't know it before. Unfortunately it didn't work after I connected external monitor to my laptop (despite it claims it supports dual monitor), so finally I didn't use it. They also recorded a time-lapse video from all 48 hours in the office, but I guess it isn't posted on the Internet yet.
The theme this year was a sentence "We don't see things as they are, we see them as we are." It's so general it could be interpreted quite freely, but many games were about changing a point of view by e.g. switching between different types of characters or some references to psychology. In our site the event had a form of a competition. Voting was using the system just as it's usually done on Warsztat compos and IGK conference - everyone had to choose 3 games (except his own) and give one of them 3 points, one - 2 one - 1. My favourite games were:
While the winners were: