Dawn of Titans launched

The game that I’ve been part of for the last 18 months has finally officially launched world wide in the Google Play Store and on the Apple App Store. I’m incredibly proud of all the work that has gone into making this game a reality. I think we really pushed the limit of what real time strategy and world building games look and play like on mobile devices. Building on the amazing work people did before I joined the studio, we took the animation and technology to a new level.

Be sure to download it on your mobile device and have fun with it!

 

Urchin

This was actually a proof of concept and thought exercise than anything else. I had a discussion with a fellow freelancer who got ripped off after sending Maya files and never receiving any payment. I started brainstorming about a possible solution for this problem and came up with this. The script allows you to secure a Maya file and set permissions on its usage. I don’t think it’s anything that should be used in the real world, but it was fun to make and think about. I actually did some research on how viruses and worms work to keep under the radar and how they deal with deletion attempts 🙂 It’s by no means a fool proof system, but it does kind of work and could be refined in the future.

Sorry about the vacation video-y music. Turn off your volume if you think it sucks 🙂

 

Channel scrambler

Some time ago I made a simple python script that allowed you to pack multiple images into the R, G, B and A channels of a texture. I used it when I was playing around with the default shader for Unity. I redid the script yesterday to allow for a bit more flexibility and just to make it more user friendly.  Check out the video to see how it works. It uses Pillow to do all the image file operations, the script tries to download it using pip in case you don’t have it in your Python directories.

Download the project file here: channelscrambler

 

Coconut Curves

I’ve always liked this way of rigging faces. By constraining joints to the curves moving the curves around, you get some nice fall off that makes everything feel squishy and soft. Which works really well on cartoony characters. Not posting the entire code because it’s pretty messy, pretty long and spread across multiple files. Take a look at the YouTube video to see how it works and feel free to comment or ask if you want to.

 

Skin weight copy/export

Using Maya’s own deformerWeights command, I managed to write a neat little tool that works very fast and very reliable.

All skinning information can be saved in offline files or as a custom node in the actual scene itself, so it never gets lost.

The code needs some tinkering before I put it up, but take a look at the video to see how it works.