Dream Hills – PostFX

The term Post Process is used in the video/film business for image quality improvement. Also, post-processing is commonly used in 3D rendering, especially for video games. Instead of rendering 3D objects directly to the display, the scene is first rendered to a buffer. Pixel Shaders and optionally Vertex Shaders are then used to apply post-processing filters to the image buffer before displaying it to the screen. Some PostFX also require multiple-passes, gamma inputs, vertex manipulation and depth buffer access.

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Dream Hills – Particle System

A Particle System is a technique used in Game Physics, Motion Graphics and Computer Graphics to simulate phenomena very hard to reproduce with conventional rendering techniques.
On Dream Hills we have lots of this kind of phenomena and effects like fountains, water splashes, waterfalls, explosions, smoke, dust, electric sparks and more, so we decide to implement our own Particle System and was my responsibility to do it.

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Dream Hills

On October 2015 I started a Master’s Degree in Creation of Video Games at Barcelona School of Management – Universitat Pompeu Fabra. During the first months, along the artists of the Master, we learned everything about Game Design and Game Production. On January we created a group of 3 artists and 5 programmers and started to design our game, also the artists started learning 3D modeling, texturing, animation, UI design and art direction, by the other side, the programmers learned graphics programming, physics, artificial intelligence and audio programming. But let’s talk about the game…

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WebGL Engine

As my Degree Final Project, I have decided to develop a WebGL Engine and study what are the differences between Forward and Deferred Rendering under the supervision of Javi Agenjo, Graphics professor and researcher of the Universitat Pompeu Fabra, here at Barcelona. I decided work on this project because WebGL could be useful in the future to render 2D or 3D in a Web, creating a new engine will refresh my knowledge about them and how they work, and the most important reason is learn to code in Javascript and how Deferred Rendering works using WebGL, because as a good engineer I love to learn new things on every project I work.

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Match 3

This time the challenge proposed is a Match 3 game, like Bejeweled made by PopCap, Candy Crush Saga from King, or Frozen Free Fall developed by Genera Interactive who proposed me this challenge.

The objective of the game is quite simple, you have to change a tile by an adjacent (up,down,right or left) in order to get 3 (or more) tiles in a row or column, if there isn’t a match of 3, tiles will swap back to their position, else if the match exists, all the tiles in the match will disapear. Then the above tiles will fall to fill the blanks and new ones will be created to fill in the blanks at the top of the board.

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Challenge 2D

This is the result of a challenge proposed by Big Viking Games, they provided me the graphics and the development depended on me. It took me 10 days to develop it from scratch.

The terrain is generated procedurally, it has some zones with different set of tiles, each zone has a basic tile that appears around the 90% of times and the other 10% comes from decoration tiles of each zone. Apart from the zones, decoratives tiles can appear in all zones, and then there are the obstacles that provides cover against the enemy projectiles. There are 3 types of enemies, with their own Artificial Intelligence, stats and bullets.

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Procedural Terrain Generation

The first thing we should ask ourselves is: What is the procedural content generation and what we can do with it on games? PCG is the automatic or computer-assisted generation of game content such as levels, landscapes, items, rules, quests etc. This time we are generating the terrain for a posible sandbox game using voxels, like Minecraft. I have decided to use voxels because they are easy to manage and will allow me to do whatever I want with the terrain (cliffs, mountains, canyons, caves, corridors between caves, etc)

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Puzzle Bobble (First Unity Project)

In order to learn something useful to have more opportunities to work in the game industry, I have decided to start doing projects with Unity, so here’s the first.

A small imitation of the famous Puzzle Bobble obviously is not perfect, not as well finished as the original, but to start learning Unity3D and gain confidence, has been pretty good.

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Ray Tracing

In computer graphics, Ray Tracing is an algorithm for generating 3D images by tracing the path of light through pixels in an image plane and simulating the effects of its encounters with virtual objects, like reflections, refractions, shadows. The algorithm produce a very high degree of visual realism.

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Simple Race Game

In the last quarter of this year in college, I am studying Interactive Systems. In this course we started working with OpenFrameworks, which is nothing more than a framework that makes it easy to use OpenGL and development of 2D and 3D Applications. The first project that we are developing is a 2D multiplayer racing game.

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