Gabereel.com Roadmap

Design Document

“The plans of the diligent lead surely to abundance and advantage,
But everyone who acts in haste comes surely to poverty.”
-Proverbs 21:5

GETTING STARTED

We don't want to pass opportunities of fun, if it can be helped, but health comes first. The balance of purpose and engagement will be a limitless endeavor.

ABOUT

Genre:
Personal Porfolio
Release date:
November 2023
Mood:
Classy, Elegant, Modern
Target:
Recruiters, Employers, and Clients
Languages:
English
Platform:
HTML5 (iOS & Android will be ported later)
Estimated time:
20 Minutes
Retail:
Free
Rating:
Teen
Description:
Tech arts, lighting, and design portfolio for Gabe. A showcase of skills and talents.
Website (WIP):
gabereel.com
LinkedIn/balcides
Website (references):
Naughty Dog
Treyarch
Crystal Dynamics
Task Tracker Pro (todo list):
tasktrackerpro.app/gabereel.com

GALLERY

Note: some of these images may have been generated by Bing Image Creator.

PRIORITIES

THE DEAL

We need a job and IW is our main target but there's more.

ELEMENTS

The following are the main elements of the site. We can break them down into smaller parts but these are the main sections we need to focus on. We won't detail all elements but only those worth mentioning for specific details.

Demo Reel Video Window

Our Demo Reel would theoreticlaly be at the splash of our page, front and center.

Resume PDF Icon

We probably only need this at the upper right corner or in the nav. We should probably make this it's own page.

Contact Info Icon

This would be our number and email. This could be an icon that links us to the contact page.

Social Media Icons

These would link to our Facebook page, Linked In, Instagram, and ArtStation accounts.

CalorieRPG

This section represents our work in progress for CalorieRPG with links to designs. It qualifies as both an art and game design element but since there's not enough to make it a page, we'll include basics for it here.

Task Tracker Pro

This is our task tracker for this project. It's a free tool we're using to keep track of our progress. It's a great tool for anyone who wants to keep track of their tasks and projects. We're using it to keep track of our progress and to help us stay on track.

Resume details

We use this section to outline work experience, education, and all the fundamentals of our resume.

    Details
  • Work experience
  • Skills/Knowledge
  • Education
  • Organizations & Volunteering
  • Articles/Social Media
  • References

DETAILS

TOP PRIORITY

Splash Page

The fanciest part of our site and 80% of our marketing. It has to be the most gorgeous thing we can make so it helps increase engagement to the max. By default we're making this the Technical Director section (potentially). What we can do is perhaps morph a super page so that the splash will hide or reveal sections based on the selected disciplines.

Elements

Content

Note: These elements don't have to exist all at once but rather can morph or transition. In particular, the titles could remain in our nav bar. Also, try not to impress people too much. Start by creating something we're proud of and build on that. There's a temptation to go overboard when in reality, we should try to be minimalists however we can.

Demo
Technical Gallery

gallery screenshots or revolving splash

Gabe | Technical Artist

tech·ni·cal art·ist (/ˈteknək(ə)l/ /ˈärdəst/)

{ Noun } Preserving creative vision while working within constraints of video game production systems. Collaborating closely with game designers, artists, and programmers, to achieve results alongside provisional guidance on technical resources, researching innovative techniques, maintaining tools, upgrading pipelines, and ensuring seamless preparation of polished digital art files. To ensure efficient runs without (/rät/) rot, I like it a lot.

Technical Artist >
Lighting Gallery

gallery screenshots or revolving splash

Gabe | Lighting Artist

light·ting art·ist (/ˈlahy-ting/ /ˈärdəst/)

{ Noun } To add depth in scenes and characters using shadows, colors, tones, and brightness, guiding the viewer's eye to the most important elements in the scene. In a game, it is to guide the Player to make them see what we want them to, bringing out the emotion in the moment. To enhahce surface qualities to objects as well as atmosphere, tone, depth and mood. Using glows, fogs, transitions, silhouette, rays, post processing and ambient shade to give characters and environments a painting-like structure; showing our eyes that there are objects and shapes to be seen. It is what keeps our vision interested and focused whether we realise it or not, to greatly affect a moment's perception. Lighting is deception.

Lighting Artist >
Game Developer Gallery

gallery screenshots or revolving splash

Gabe | Game Developer

game de·​vel·​op·​er (/ˈgeym/ /ˈdi-ˈve-lə-pər/)

{ Noun } A Software Developer using technical skills to create electronic entertainment. Transforming games from a concept to playable reality by coding visuals, programming features, and testing iterations until it's perfect ... or ready for market, whichever first. From conceptualization to completion, performing herculean creative and technical feats of glory, it is involvement of the creation and chrysalis of amusing sport through the usage of electric display and manual mechanics; a multidisciplinary endeavor encompassing design, computer science, art, sound, testing, project management, sweat, blood, tears, screams, hugs, and prayers. It is naught for the weak nor faint of heart.

Game Developer >
Graphic Novelist Gallery
Webtoons series co-creator "The Compass of Imagination"

gallery screenshots or revolving splash

Gabe | Graphic Novelist

graph·​ic nov·​el·​ist (/ˈˈgra-fik / /ˈˈnä-və-list /)

{ Noun } An author or creator of original works expressed through words and images within the recorded medium of print or pixels to communicate narrative. The use of sequential art in genres of fiction or non, written or graphic, in various styles or techniques to connect ideas, utilizing various forms of illustration, writing, language, symbol, and imagery to express meaning, often, but not always, contributing to the culture of a society.

Graphic Novelist >
Projects Gallery

gallery screenshots or revolving splash

Projects Gallery

Browse galleries by project

If you want to see all the projects we've worked on in one place, here's where you can find them to get a quick browse of it all.

Projects Gallery >

Links

Resume Page

This represents our PDF file but with living links to allow anyone browsing to navigate anywhere on our site.

Here we represent the idea of our resume but given the scope we want to approach this with, it will be easier to indicate than write down all the information for our doc. Lots of work to be done in this area.

This would be an evolving resume. The tech director, lighting, and game dev sections would point to the resume page with a sub-address that would morph this page respective of the position. This could ge tricky, if unsure about coding, we can make these three seperate pages sharing the same css files.

Elements

Content

Contact Info

Note: the nav bar isn't the same as the main, it's one of four disciplines. Also we've decided to nerf some of the links since there's already a nav bar. We want to keep this as clean and professional as possible for recruiters to hit a print button and send off to HR as soon as possible.

Resume

Technical Artist

Strong background in creating innovative solutions for game development, Seeking opportunities to contribute artistic and technical expertise for cutting-edge gaming experiences.

Contact: TDB email:example@email.com

Task Tracker Pro - Monarch Games 2021 - Preset

  • Creator of Task Tracker Pro, surpassing certain capabilities of DevTrack for indie game and app development.
  • Leveraged skills encompassing PHP, Javascript, HTML, CSS, and MySQL to design and implement a robust front, backend system, database programming, login, and cybersecurity from scratch.
  • Played a pivotal in the accomplishment of prototypes, games, and websites.
Bastille, Rise of the Star Kingdom, Can You Dig It? - Monarch Games 2019 - Preset

  • Programmed tools for Monarch to help speed up the dev of indie games.
  • Generated design document systems from scratch, generated tools in Unity to manage assets, convert textures, and generate prefabs.
  • Created a system regularly publish assets into revision control on GitHub and create local backups of the project.
  • Created scripts to automate the population of envinroments based on a JSON file.
  • In many cases, created auto-population systems based on assets saved to one folder that is looked up and generated.
  • Converted assets in various formats working with Blender and Maya to work in Unity for unified materials as well as consistent naming conventions and unified scale leading to bug-free code and working demos.
The Last of Us Part 2 - Naughty Dog 2017 - 2019

  • As a Technical Artist on The Last of Us, I spearheaded the development of innovative lighting tools, introducing a suite of preset functionalities and streamlined shortcuts.
  • These tools significantly enhanced production efficiency, resulting in a r emarkable 400% increase in workflow speed.
  • By leveraging my technical expertise, I played a pivotal role in optimizing the lighting pipeline, contributing to the overall success of the project.
  • Created a preset lighting system for post processing to automate the creation of dynamic time of day, snow, rain, and fog in a matter of seconds.
  • With a dropdown menu, hundreds of post controls automatically tweak in concert to produce a proxy yet shippable look of a level in seconds.
Uncharted: Lost Legacy - Naughty Dog 2016 - 2017
  • Created a suite of modeling import tools, asset naming systems, And spherical harmonic auto-generation to reduce production across the HUB by 80%.
  • A process normally taking around 90 documented steps were reduced to less than 10, resulting in a 400% increase in workflow speed and high quality detail.
  • Created another suite of tools to manage color palettes to maange light and color consistency across the game.
  • Hundreds of lights updated in seconds!
Uncharted 4: Among Thieves - Naughty Dog 2014 - 2016
  • Rewrote all lighting tools from Mel Script to Python, introducing new systems such as the means to connect the camera to the game editor, sun to runtime linear light, and preview baked lightmaps at runtime, saving 90% of the time it takes to iterate on levels.
  • Implented a system for fire and torch for Nathan Drake in Passage.
  • Created underwater post process used in the entire game and served as a foundation for the partcle artists to append their bubble and plant effects.
The Last of Us: Left Behind DLC - Naughty Dog 2013 - 2014
  • Supporting the team by fixing broken scripts and beginning the transition from MEL to Python.
The Last of Us - Naughty Dog 2012 - 2013
  • Consulting on gamma correction, linear workflow, and developing tools to automate the process of generating color palettes for the look of levels.
Spacetriss, Marble Maze, Monkey Game - Monarch Games 2011- 2012
  • Toolchain development to convert assets from PC to Andriod for Unity.
  • Created an exporter to make Andoid exports a one-step process instead of 10.
  • The tool was inspired by Infinity Ward's Launcher.
Call of Duty: Black Ops - Treyarch 2008 - 2011
  • Created a Worldspawn editor that presented text values into Color and predicted results from the complier's output window in order to reduce the amount of lighting iteration needed to achieve the desired look.
  • Also created a vision set manager to keep files consistent, well named, and easy to pair with level settings so baked and dynamic lighting would match.
Call of Duty: Nazi Zombies - Treyarch 2008 - 2009
  • Created PaletteBox, a color management tool allowing drag sampling from the screen to update into a color swatch.
  • It included a dropdown menu for converting color space as well as complimenty hues for any schema.
  • Created a converter for the Wii, making values match XBOX, Playstation, and PC tones, colors, and brightness.
  • In the final result, at lower screen resolutions, the Wii version we indestinguishable from the other platforms.
  • This led to the completion of Zombie Theatre which was slated to be canceled until the conversion technology made it possible for designers to complete the work, which resulted in a first-time ever conversion or up-rez to the XBOX and Playstation.
Call of Duty: World At War - Treyarch 2008
  • Consulting for linear-gamma converstions, color space, and automating processes making it possible to accomplish lighting 90% of Multiplayer levels that would otherwise be impossible for one person.
Tomb Raider: Underworld - Crystal Dynamics 2007 - 2008
  • Created shader and texture process for levels in Ship starting with reflections and using resolution adjustment as a cheap but effective means to get varying degrees of rough to smooth metal.
  • Created process for generating three levels of occlusion for environments, mapped to RBG channels for a broad, medium, and local transition from colored texture, to moss, to dark shadow, resulting in a visually appealing blend of archticture assets into natural environment.
Lighting Artist

Contact: TDB email:example@email.com

Bastille, Rise of the Star Kingdom, Can You Dig It? - Monarch Games 2019 - Preset
  • Sun, sky, texuring, and post FX values for all prototypes.
  • While not the main focus compared to gampelay, it was important to set the mood and tone for each project.
The Last of Us Part 2 - Naughty Dog 2017 - 2019
  • Initial lighting pass for The Coast, Downtown Seattle, The Gate, ;amp& The Island.
  • Because of a greater push toward tool development, most efforts were redirected to a technical support transitioning to software updates and the development of a runtime lighting preset tool saving 80% of dev time with post processing, weather, and dynamic time of day.
Uncharted: Lost Legacy - Naughty Dog 2016 - 2017
  • Lighting and Rendering using Maya and proprietary tools for Homecoming and The Western Ghats (all of it).
  • It was the largest level in the game.
Uncharted 4: Among Thieves - Naughty Dog 2014 - 2016
  • Lighting and Rendering using Maya and proprietary tools for Sunken Ruins, Passage, and Madagascar.
The Compass of Imagination - Indie 2016
  • Director of Photography, Color grading, lighting, and set design in a co-written TV series pitch for Netflix co-written, created, and directed by Louis 'Yosh' Bolivar.
The Last of Us: Left Behind DLC - Naughty Dog 2013 - 2014
  • Lighting and Rendering using Maya and proprietary tools for QZ Mall.
The Last of Us - Naughty Dog 2012 - 2013
  • Lighting and Rendering using Maya and proprietary tools.
  • Lighting and color for Bills Town, Military City
Spacetriss, Marble Maze, The Monkey Game - Monarch Games 2011- 2012
  • Lighting and Rendering using Maya, Photoshop, and Mental Ray. Scripted light changes, FX, and gameplay events using C# and Javascript.
  • Sketched paintoversfor the final look of the futuristic shooter game Spacetriss.
Call of Duty: Black Ops - Treyarch 2008 - 2011
  • Created lighting and rendering for the final look on levels responsible for.
  • Collaborated with multiple departments to achieve visual breakthroughs for changing moods in realtime combining fog, lights, physics, fixtures, glows, color overlays and particles.
  • Upon request, taught several art leads the use of my guide system for cohesion of color, texture, materials and props.
  • Preliminary work creating paintovers and style guides was done for the art director using Maya and Photoshop.
  • Scripted level events using C- based CodScript for dynamic camera work
Call of Duty: Nazi Zombies - Treyarch 2008 - 2009
  • Implemented sky, sun, and color direction for levels Prototype, Asylum Der Riese, and Theatre.
  • Using Quake-based Worldspawn values along with post processing values with glow, fog, and color overlays, to achieve the final look.
Call of Duty: World At War - Treyarch 2008
  • Created sun, sky, realtime post effects, fog, glows, depth of field, godrays, and effects and coordinated with the team to make the final look of the level.
  • Sketched paintovers for the builders to improve direction. Godfather of the lighting/art/gameplay marriage to the success of Nazi Zombies DLC.
Tomb Raider: Underworld - Crystal Dynamics 2007 - 2008
  • Look development, concept paintovers, lighting, materials, and rendering.
  • Working closely with the art director studying elements from Modern Warfare to meet or improve the quality of art.
Lair - Sony 2006 - 2007
  • Lighting scenes, polishing materials, and fixing fur for cinematics.
  • Expert in Mental Ray, specialized in saving production 20% of the time it took to get the final quality.
  • Promoted to quality control supervisor during post for frames coming through the pipeline.
The Legend of Spyro: A New Beginning - Technicolor Inc. 2006
  • The Lengend of Spyro: A New Beginning; - Responsible for Lighting Inner Sanctum" on cinematics
Game Developer

Contact: TDB email:example@email.com

Monarch Games 2019 - Preset
Can You Dig It? - Simluation - WebGL Demo 2022
  • A treasure game where players search for 100 items hidden in a park.
  • Features include 65 randomized treasure types, randomized foliage placement, and a metal detection system for hiddent objects.
  • A store purchase system was created to buy upgrades and sell.
  • Also includes inventory system and vehicle mechanics for golf kart. Available to play on Itch.io
Rise Of The Star Kingdom GT - Strategy 4X - WebGL Demo 2020
  • After the release of Rise of The Star Kingdom, feedback from the App Store on MacOS prompted an overhaul.
  • This version includes elements from the original plus a resource managment system, space battles, and 16 AI opponent variations that can random spawn on the map based on planet population and resources.
  • It includes aeral space battles with StarCraft style ship management for in-game upgrades and levelups.
  • The objective is to conquer all planets in the galaxy. Players are given a choice of static or random maps.
Rise Of The Star Kingdom - Strategy 4X - MacOS 2019
  • Created space strategy game based on Mac Classic "Galact Empire".
  • Created AI enemies, a procedually generated star map, and HUD controls from scratch allowing players to attack terriorities for galactic conquest.
  • It released for Mac OS.
Red Versus Blue - Strategy - Prototype2019
  • Created a protype nicknamed "50 state Reversi".
  • Using a map of the US and awarding points to the Player for winning based on the presidential electoral college system, the game is a verion of Red and Blue Reversi where the majority of chips on a board of color gives a win to that alliegiance.
  • AI difficulty ramps based on state points, California is 100% difficulty while Maine is 1%.
Marble Maze LX- Action Puzzle - Prototype2019
  • Revisited the 2011 protoype and created a more fresh take integrating the actual AI mechanics from PacMan into the game with a mix of Tron look and feel.
  • Implemented Audio mechanics with player speed, added collisions and trigger points for game start and completion.
Proton Rush - Action Strategy- Prototype 2019
  • Inspired by StarCraft's Protoss gameplay, proton rush allows players to decide the position of defense turrets while surviving rounds of giant spider attacks in waves.
  • The AI pattern and wave based gameplay was inspired by Plants Versus Zombies.
Spacetriss Remix - Action Puzzle - Prototype2019
  • Based off the 2011 prototype, Remix is a hybrid of Tetris and Space Invaders with an added twist: the camera changes perspective per level.
  • This was improved and ported over for iPad.
  • Created for iCade and Apple Arcade.
Bastille - Role Playing - Prototype2019
  • This prototype was made from scratch in attempts to create a Diablo clone.
  • Built on Hero Quest as a framework, created spell casting, click and point systems, AI waypoints, levelups, and inventory systems.
  • The mission objectives mechanics were inspired by World of Warcraft. Also created character art of cutscene moments.
Uncharted 4: Among Thieves - Naughty Dog 2014 - 2016
  • During this time, lighting was also used to help design levels with illumination based gameplay.
Passage2016
  • Working with designers, we pitched this level based on the idea of minimalizm.
  • Created a torch prototype with a 20m radius and pushed for extended gameplay by having elements take place only within the player's limited radius.
  • The pitch was accepted and collaborted with game designers to push the concept to completion. Three sections where created in the cave maze, warm fire, Stargate blue flares, and flashlight.
Spacetriss, Marble Maze, Monkey Game - Monarch Games 2011- 2012

During this time there was a chance to learn how to make solo games.

Marble Maze- Prototype2019
  • A hybrid of PacMan and Marble Madness to create a game where the player collects pellets in a maze while avoiding enemies.
  • Progression to the next level depends on collecing all pellents found.
Monkey Game - Prototype 2019
  • Based concept art created by an industry professional took spite elements and cobbled it together into a simple prototype using a jpg image, cutouts, and in Unity.
  • Added music, menu, powerup collection mechanics, and collision.
Spacetriss Remix - Prototype 2019
  • Mixing Tetris with Space Invaders led to this Match-3 protoype.
  • Powerup items and bonuses are awarded for matching 3 or more of the same color.
  • Implmeneted shoot mechanics, matching, and collision.
  • Some of the in-game rewards were inspired by Bejewled.
Call of Duty: Black Ops - Treyarch 2008 - 2011
  • Wrote, coordinated, and implemented various elements of gampelay for these levels.
  • Lighting based design played a pivotal role in directing a lot of what ended up in the final game.
Cuban Mission2009
  • Pitched the story of the Cuban mission based on the Bay of Pigs invsation with the goal of toppling the regime and then escaping based on failure.
  • The idea was approved.
  • Directed the use of audio soundtrack "Quimbara" with the sound department.
  • Working with designers and producers, the Cuban missions were created and executed.
Zombie Theatre2009
  • Completed design of this abandoned level by lighting it on the Wii, to such a degree of polish, designers were led to focus on areas where it had been tweaked and iterated based on player feedback.
  • Because of this, the console team was forced to finish basing it off of the Nintendo version.
  • This is why the Wii iteration has more gameplay mechanics than the other platforms.
Call of Duty: Nazi Zombies - Treyarch 2008 - 2009
Zombie Asylum2009
  • Conitrubted to the concept of Zombies being two games in one based on the lighting and power system.
  • The first part was Night of the Living dead, minimizing illumation to keep players on edge in order to survive long enough to pull the power swtich.
  • The second dimension was Evil Dead, meaning all lights and powerups enabled once the power was turned on.
  • This dual, all off, all on ideology led to pillar design concepts for subsequent zombie maps.
Graphic Novelist

email:example@email.com

And That's How I Got My Nickname Pharaoh - In Progress - Webtoons 2019 - Preset
  • Wrote, created, and drew for Webtoon comic about the first pharaoh of Egypt. Currently in progress.
The Mook - Short - Instagram 2019
  • Created, wrote, inked, and colored a 5 panel short for Instagram about a detective turning into an animal in the style of Jack Kirby.
The Compass of Imagination - 4 Chapters - Webtoons 2017
  • Based off short film project with co-writer and director Yosh Bolivar, wrote, inked, and colored this 4 chapter comic for Webtoons. It rated 9.61 with 197 subscribers and over 4,000 readers.
Goodnight Tiger - Animatic (30mins) - Youtube 2015
  • Wrote, directed, sound engieered, and animated a short story about soldiers defending against a group of pirates hijacking a ship. It was inspired by the movie Pitch Black and Batman the Animated Series.
Skills
Education
Organizations & Volunteering
Articles/Social Media

Links

Technical Director

This is where we showcase our coding chops. Somewhere I'd love to talk about some of the proprietary tools we developed but since they're exactly that, I think the next best thing is to either fake a demo using HTML tools such as with our Kelvin temp tool or design a preview of what it did and how it worked, folks would just have to take our word for it.

Elements

  • Demo Reel Video Window
  • Task Tracker Pro
  • Resume Details (work exp, education, skills)
  • More
  • Articles based on company with descriptions and images for our lighting, tech, or game disciplines. In the case of Graphic Novelist, our own projects.
  • Screenshots of our games/project
  • Dates
  • Color palette
  • Optional
  • Palette Box
  • Light creation Tools for Naughty Dog but since they're proprietary, show examples similar
  • Show Kelvin to Color converter example
  • Monarch Tools for Unity
  • PTO Calendar
  • Task Tracker Pro
  • Proprietary tools for Radiant based apps
  • Example of runtime lighting preset system for Naughty Dog

We can add a note how due to many of our tools being proprietary, some of what we demonstrate are examples but do not represent the actual tools we created.

Content

Technical Director

Monarch Technical Gallery

gallery screenshots or revolving splash

Gabereel.com
Present

This whole site was made from scratch to demo our current skills in both art and programming combined. It's a showcase of what we can do and what we've done. You can right-click on any page to open your browser's inspector and check under the hood, see our comments, and get a sense of our coding style if you'd like to know more! This site and most works since 2020 were created using Task Tracker Pro.

Details

Monarch Technical Experience
2011 - 2012 & 2019 - Present

At Monarch Games, significant contributions were made on the technical side, notably as the creator of Task Tracker Pro starting 2021. This innovative tool delivered the core capabilities of DevTrack, revitalizing production for indie game and app completion. It solidified delivery of deadlines and reduced dev times by half! Proficiency in PHP, Javascript, HTML, CSS, and MySQL was crucial in designing and implementing a robust front and backend system, covering everything from database programming and login mechanisms to cybersecurity—all developed from the ground up. Beyond this, a pivotal role was played in achieving milestones across diverse projects, including prototypes, games, and websites. Additionally, technical prowess shone in projects like Bastille, Rise of the Star Kingdom, and Can You Dig It?, where tools were programmed, design documents auto-generated, and asset management automated in Unity, showcasing versatility and impactful contributions to Monarch Games, accomplishing a wide array of projects in a short time.

Details

Naughty Dog Technical Gallery

gallery screenshots or revolving splash

Naughty Dog Technical Experience
2013 - 2019

In the role at Naughty Dog from 2012 to 2019, significant contributions were made as a Technical Artist, leaving a lasting impact on various acclaimed projects. Spearheading the development of innovative lighting tools for The Last of Us Part 2 from 2017 to 2019, a suite of preset functionalities and streamlined shortcuts were introduced, resulting in a remarkable 400% increase in workflow speed. This included the creation of a preset lighting system for post-processing, automating dynamic environmental effects like time of day, snow, rain, and fog in seconds. Contributions to Uncharted: Lost Legacy (2016-2017) involved the creation of modeling import tools, asset naming systems, and spherical harmonic auto-generation, significantly reducing production steps and increasing workflow speed. For Uncharted 4: Among Thieves (2014-2016), all lighting tools were rewritten from Mel Script to Python, introducing new systems and saving 90% of the time needed for level iteration. Additionally, involvement in The Last of Us: Left Behind DLC (2013-2014) and The Last of Us (2012-2013) included fixing scripts, transitioning from MEL to Python, and consulting on gamma correction and linear workflow.

Details

Treyarch Technical Gallery

gallery screenshots or revolving splash

Treyarch Technical Experience
2008 - 2011

During tenure at Treyarch from 2008 to 2011, instrumental contributions were made as a Technical Artist, particularly on Call of Duty: Black Ops. A Worldspawn editor was crafted to streamline the lighting iteration process by presenting text values into color and predicting outcomes from the compiler's output window. Additionally, a post processing script manager was devised to maintain file consistency, ensuring alignment with level settings for both baked and dynamic lighting. Further technical expertise was applied to Call of Duty: Nazi Zombies (2008-2009), where the creation of PaletteBox, a color management tool, allowed drag sampling from the screen to update color swatches. This tool included features like a dropdown menu for converting color space and complementary hues. A noteworthy achievement was the development of a converter for the Wii, ensuring visual parity across different platforms. Contributions to Call of Duty: World At War (2008) involved consulting on linear-gamma conversions, color space, and the automation of processes to facilitate the lighting of multiplayer levels, making it feasible for a single individual to achieve what would otherwise be considered impossible.

Details

Crystal Dynamics Technical Gallery

gallery screenshots or revolving splash

Crystal Dynamics Technical Experience
2007 - 2008

At Crystal Dynamics from 2007 to 2008, significant contributions were made as a Technical Artist on Tomb Raider: Underworld. Notably, a shader and texture process was developed for levels within the Ship environment, focusing on reflections and utilizing resolution adjustments for cost-effective variations in metal texture from rough to smooth. Additionally, a process was devised for generating three levels of occlusion in environments, mapped to RGB channels. This approach facilitated a seamless transition from colored texture to moss and dark shadow, achieving a visually appealing integration of architectural assets into the natural environment.

Details

Skills
Organizations & Volunteering
Articles/Social Media
Journal

Links

Lighting Artist

The fanciest part of our site and 80% of our marketing. It has to be the most gorgeous thing we can make so it helps increase engagement to the max.

Elements

Content

Lighting Aritst

Monarch Lighting Gallery (pending)

gallery screenshots or revolving splash

Monarch Games
2011 - 2012 & 2019 - Present

Contributed to Monarch Games' projects, including "Bastille," "Rise of the Star Kingdom, and "Can You Dig It?" in 2019, focusing on preset elements such as sun, sky, texturing, and post-FX values for all prototypes. Despite being secondary to gameplay, emphasis was placed on establishing the desired mood and tone for each project. Engaged in lighting and rendering tasks for titles like "Spacetriss," "Marble Maze," and "The Monkey Game," employing tools such as Maya, Photoshop, and Mental Ray. Involved in scripting light changes, special effects, and gameplay events using C# and Javascript. Additionally, contributed sketched paintovers to define the final aesthetic of "Spacetriss," a futuristic shooter game.

Details

Naughty Dog Lighting Gallery

gallery screenshots or revolving splash

Naughty Dog Lighting
2013 - 2019

At Naughty Dog between 2017 and 2019, played a crucial role in the lighting design of "The Last of Us Part 2," contributing to The Coast, Downtown Seattle, The Gate, and The Island with the initial lighting pass. Shifted focus towards tool development, redirecting efforts to technical support and the creation of a runtime lighting preset tool. This tool significantly optimized development time by 80%, incorporating post-processing, weather, and dynamic time of day functionalities. In the prior role for "Uncharted: Lost Legacy" (2016-2017), managed lighting and rendering tasks for Homecoming and The Western Ghats, the game's largest level. Similarly, in "Uncharted 4: Among Thieves" (2014-2016), engaged in lighting and rendering for Sunken Ruins, Passage, and Madagascar, while the "The Last of Us: Left Behind DLC" (2013-2014) involved lighting and rendering for QZ Mall. At the outset with "The Last of Us" (2012-2013), contributed to lighting and rendering using Maya and proprietary tools, with a focus on Bills Town and Military City's lighting and color.

Details

Compass of Imagination Gallery

gallery screenshots or revolving splash

Compass of Imagination
2013 - 2018

As co-creator, writer, and Director of Photography for indie project "Compass of Imagination" (production circa 2016) color grading, lighting, and set design were executed for a TV series pitch aimed at Netflix. Spearheaded by Louis 'Yosh' Bolivar, the project embraced a Spielberg-class 80's magic style fantasy thriller short. This gallery n showcases an exploration of the color palette, behind-the-scenes photos during production, work-in-progress CG, and a link to the screenplay PDF showcasing authorship details. Additional elements include a display of props, HDRI reflection probes utilized for the compass and composition, before-and-after images highlighting raw versus final stages (if applicable), an elucidation of the production process, a map of the Compass world, and photographs of the compasses integrated into the comprehensive work with a specific focus on the collaborative roles between storytelling and lighting.

Details

Treyarch Lighting Gallery

gallery screenshots or revolving splash

Treyarch Lighting
2008 - 2011

At Treyarch during 2008-2011, contributed significantly to "Call of Duty: Black Ops," focusing on lighting and rendering for levels. Collaborated across departments to achieve dynamic visual breakthroughs, manipulating fog, lights, physics, fixtures, glows, color overlays, and particles for real-time mood changes. Collaborated with art leads on the use of a hue-based system, ensuring cohesion in color, texture, materials, and props. Preliminary work involved creating paintovers and style guides for the art director using Maya and Photoshop. Additionally, scripted level events using C-based CodScript for dynamic camera work. In the realm of "Call of Duty: Nazi Zombies" (2008-2009), played a pivotal role in implementing sky, sun, and color direction for levels Prototype, Asylum, Der Riese, and Theatre. Utilized Quake-based Worldspawn values and post-processing techniques to achieve the desired aesthetic. For "Call of Duty: World At War" (2008), created sun, sky, real-time post effects, fog, glows, depth of field, godrays, and effects, collaborating with the team to finalize the level's look. The involvement extended to sketching paintovers for builders to enhance direction, contributing to the success of the Nazi Zombies DLC.

Details

Crystal Dynamics Lighting Gallery

gallery screenshots or revolving splash

Crystal Dynamics
2007 - 2008

During the tenure at Crystal Dynamics from 2007 to 2008 on "Tomb Raider: Underworld," played a pivotal role in look development, encompassing concept paintovers, lighting, materials, and rendering for the project. Collaborated closely with the art director to analyze and integrate elements inspired by Modern Warfare, aiming to meet or enhance the overall quality of the artistic aspects within the game. The gallery turning on the website will showcase the multifaceted contributions to the visual development and refinement process for "Tomb Raider: Underworld," emphasizing the meticulous attention to look and feel, as well as the collaborative efforts to elevate the artistic standards of the game.

Details

Legacy Lighting Gallery

gallery screenshots or revolving splash

Legacy Lighting

At Sony during 2006-2007, contributed to "Lair" by undertaking responsibilities such as lighting scenes, refining materials, and addressing fur-related issues in cinematics. Demonstrated expertise in Mental Ray, specializing in optimizing production efficiency by saving 20% of the time required to achieve final quality standards. Additionally, progressed to the role of quality control supervisor during the post-production phase, overseeing the assessment of frames flowing through the pipeline. In the same year at Technicolor Inc., specifically on "The Legend of Spyro: A New Beginning," took charge of lighting the "Inner Sanctum" in cinematics. The gallery turning on the website will spotlight the proficiency in digital lighting, material enhancement, and quality control, showcasing the impactful contributions made to the visual aspects of "Lair" and "The Legend of Spyro: A New Beginning."

Details

Our Process

gallery screenshots showing how we think about lighting and our approach

Our Thought Process

It's one thing to show final work but another to demonstrate why and how it was achieved. There are many ways to approach lighting. Ours is a unique blend of tried and true methods from cinematography and the color, value, shape composition of graphic design. A lot of other inspirations, especially in apporaching character shape and value-based narrative with lighting and shadow borrow heavily from graphic design, cinematagraphy, and graphic novels. When these come togther with the intention of leading an audience through a game or cinematic, it results in compelling and heart-moving experiences.

For more info on our thought process, check out the articles/social meda section as as well as journal. We also created Task Tracker Pro to help us keep track of our workload, progress, and priorities.

Details

Skills
Organizations & Volunteering
Articles/Social Media
Journal

Links

HIGH PRIORITY

Game Developer

Here we showcase our game dev experience and projects. We can also add a link to our prototypes as well as the roles we played in past companies even if it's limited.

Elements

  • Gallery Browser Widget
  • CalorieRPG thumbnail
  • Resume Details (work exp, education, skills)
  • More
  • Articles based on company with descriptions and images for our lighting, tech, or game disciplines. In the case of Graphic Novelist, our own projects.
  • Screenshots of our games/project
  • Dates
  • Projects Playable & Video
  • Spacetriss
  • Star Kingdom
  • Star Kingdom GT
  • Treasure Game
  • Marble Maze
  • Bastille
  • Red Versus Blue
  • Proton Rush
  • CalorieRPG
  • Design Docs (Optional)
  • Can You Dig It
  • Star Kingdom
  • Spacetriss

Content

Game Developer

Monarch Game Developer Gallery

gallery screenshots or revolving splash

Monarch Games Development
2011 - 2012 & 2019 - Present

In 2022, "Can You Dig It?" was a WebGL simulation demo presenting a treasure hunt where layers sought 100 hidden items in a park. It featured 65 randomized treasure types, dynamic foliage placement, and a metal detection system. The creation included a store purchase system for upgrades, sales, an inventory system, and vehicle mechanics for a golf kart, accessible on Itch.io. The following year, "Rise Of The Star Kingdom GT" underwent a significant transformation based on App Store feedback, integrating resource management, space battles, and 16 AI opponent variations. Aerial space battles with StarCraft-style ship management for in-game upgrades and level-ups became integral, with the objective of conquering all planets in the galaxy. In 2019, "Rise Of The Star Kingdom" was developed for MacOS, introducing a space strategy game based on "Galact Empire," featuring AI enemies, a procedurally generated star map, and HUD controls for galactic conquest. "Red Versus Blue" in the same year was a strategic prototype known as "50 state Reversi," implementing an electoral college system with varying AI difficulty. "Marble Maze LX" revisited a 2011 prototype in 2019, integrating AI mechanics from PacMan, adding audio features, and improving the overall gaming experience. "Proton Rush," also in 2019, drew inspiration from StarCraft's Protoss gameplay, allowing players to position defense turrets while surviving waves of giant spider attacks. The AI pattern and wave-based gameplay were inspired by Plants Versus Zombies. "Spacetriss Remix" was a 2019 hybrid of Tetris and Space Invaders, featuring hanging camera perspectives per level, optimized for iPad and Apple Arcade. Finally, "Bastille," a 2019 role-playing prototype, aimed to create a Diablo clone, incorporating spell casting, click-and-point systems, AI waypoints, level-ups, and inventory systems. The mission objectives were inspired by World of Warcraft, and character art for cutscene moments was also crafted. This compilation of game development experiences reflects a diverse portfolio contributing to the evolution of gaming concepts.

Details, Demos, Videos, & More

Naughty Dog Game Developer Gallery

gallery screenshots or revolving splash

Naughty Dog Game Development
2013 - 2019

From 2014 to 2016 at Naughty Dog, involvement in Uncharted 4: Among Thieves centered on contributing to the development process. Lighting emerged as a pivotal element, serving a crucial role in shaping levels with illumination-based gameplay. This period witnessed an expansion in the application of lighting beyond visual aesthetics, actively influencing the player's journey. The 2016 project "Passage" exemplified collaborative efforts with designers to pitch and shape a minimalistic level. A torch prototype, featuring a specific radius, was crafted to strategically employ limited illumination for prolonged gameplay engagement. The successful pitch led to a joint endeavor with game designers, resulting in the realization of the concept. The cave maze setting was intricately divided into three uniquely illuminated sections: a warm fire area, Stargate blue flares, and a flashlight-lit zone. This experience underscored the ability to seamlessly integrate lighting concepts into gameplay mechanics, elevating the overall immersive quality.

Details

Treyarch Game Developer Gallery

gallery screenshots or revolving splash

Treyarch Game Development
2008 - 2011

At Treyarch from 2008 to 2011, significant contributions were made to Call of Duty: Black Ops. Responsibilities encompassed the comprehensive development of gameplay elements for various levels, emphasizing the crucial role of lighting-based design in shaping the final game content. The Cuban Mission project in 2009 involved the successful pitching of a narrative based on the Bay of Pigs invasion, aiming to topple the regime and navigate an escape route following failure. Approved by the team, the Cuban missions were meticulously crafted and executed in collaboration with designers and producers. In the same year, Zombie Theatre saw the transformation of an abandoned level on the Wii, achieving a high degree of polish that prompted a focus on player-driven tweaks and iterations. This forced the console team to complete the version for other platforms, resulting in distinct gameplay mechanics on the Wii iteration. The experience extended to the development of Call of Duty: Nazi Zombies, notably contributing to the concept of Zombies as two games in one, delineated by lighting and power systems in Zombie Asylum. The first part, Night of the Living Dead, strategically minimized illumination to instill tension, while the second dimension, Evil Dead, activated all lights and powerups once the switch was turned on, establishing a dual, all-off, all-on ideology that influenced subsequent zombie map

Details

Tools, Art, & Legacy

gallery screenshots or revolving splash

Tools, art, legacy, and more

A lot of research, practice, and meditation came together to form a big part of our game development process. If you're curious to learn more about our experience, how we got here, and lessons learned along the way, check out our other galleries.

Details

Skills
Organizations & Volunteering
Articles/Social Media
Journal

Links

MEDIUM PRIORITY

LOW PRIORITY

MINIMUM PRIORITY

Graphic Novelist

Here we showcase what we did on Webtoons and show work in progess as well as make a space to show some of our traditional art.

Elements

    Compass of Imagination
  • videos of our process embedded from YouTube for compass
  • Sketches for the Compass comic
  • WIP sketches for the Pharaoh Comic
  • Character design sheets (we can cobble this together)
  • preview image of The Lost Realms map
  • Pharaoh
  • Link preview of our Pharaoh comic (click to read)
  • Share color palettes
  • Character design sheets (we can cobble this together)
  • More
  • Screenshots of our project (misc)
  • Optional
  • Gallery Browser Widget
  • Dates
  • Color palette

Content


Skills
Articles/Social Media
Journal

Links

Skills & Knowledge

Here we outline all the skills and knowledge we have. There's a lot to consider but we should try to keep this as relevent as possible.

Elements

    Optinal
  • Task Tracker Pro

Content

Skills & Knowledge

Software

  • Maya
  • Photoshop
  • After Effects
  • Blender
  • Unity
  • Perforce
  • GitHub
  • Visual Studio Code
  • Radiant
  • XCode
  • Devtrack
  • Z-Brush (basic)
  • Mudbox (basic)
  • ID3 - IW Engine
  • Task Tracker Pro

Programming

  • C#
  • PHP
  • Python
  • HTML
  • CSS
  • Javascript
  • SQL
  • CODscript (C++ variant)
  • Bash

Frameworks

  • Flask
  • CODscript (C++ variant)
  • LISP
  • Bootstrap
  • .Net

LISP is arguably a language as well as framework. If disagree, let's discuss.

Skills

  • Surfacing/Materials
  • Matte Painting
  • Programming
  • Tools/Pipeline Development
  • Cinematography
  • Graphic Design
  • UI/UX Design
  • Project Development/Management
  • Story Writing
  • Pen & Sketching
  • Realtime Post Polish
  • 3D Rendering
  • Full Stack Web Dev
  • Database programming

Languages

  • English
  • Spanish
Software used Logos
Copyright

Links

Education

Quick summary of our education. We can include Braddock but it's optional. I doubt the high School we went to has any relevance. Our degree is a joke. Ringling helps but a little.

Elements

  • Dates
  • Schools: Ringling, IFAC, etc.
  • Degree: Bachelor of Arts in Computer Graphics

Content

Note: Even though Education is a section, it's presented as a page similiar to the Skills and Knowledge portion of our site.

Education

The Art Institute of Miami (formally International Fine Arts College)

Degree: Bachelor of Arts (B.A.)
Graduated: 2002
Major: Computer Graphics
Activities: Student Council Representative. Help decide cases for the student body where disciplinary action was required

Ringling School of Art & Design

Certification: Summer Program Completion
Completed: 1996
Program: Fine Arts
Activities: Traditional Figure Drawing, Computer Painting, Abstract Design.
Details: Learned how to capture the essense of a subject with the fewest strokes possible. Also acquired a refined understanding of not allowing digital tools to be a crutch for skill, how an artist must focus on the style, mood, feel, by any means necessary and not allow software to dictate substance but the other way around.

Learned to express dynamic posture, brush stroke rhythm, color and composition by a classic and renaissance style master with 50 years experience. He taught 'capturing the essence' in just 4 brush strokes. Today, those principles apply in everything we do.

Institutional Logos

Links

Articles/Social Media

This is where we link to our Level 80 interview and other articles we've been featured in.

Note: I'm not sure how much the content or elements matter here. The priority is our article but it's meant to represent our social media presence.

Elements

    Screeenshot
  • Screenshots of our games/project (with regards to article written)
  • Misc
  • Optional
  • Screenshot preview of our article
  • Screenshot preview Artstation gallery
  • Screenshot preview Instagram gallery

Content

Articles/Media

Articles/Social Splash Preview images from external site
Level 80 Preview Link

We were interviewed by Level 80, a website dedicated to game development, to talk about the lighting process behind Uncharted 4. If you haven't had a chance, check it out.

Level 80 Interview >

Gamasutra interview Link

A recap of the Level 80 interview was featured on Gamasutra with some key note and takeaways.

Gamasutra Interview >

Artstation Preview Link

On Artstation we have a gallery of our work, including links to other artists we've had the honor to work with over the years.

Artstation gallery >

Pen & Ink Sketch Art Facebook Group

In 2022, we founded a group on Facebook in order to see if we could learn how to develop a small but quality community centered around a theme. Since we love pen and ink art, we started this society of artists who share their work daily. As of today we have almost 500 memebers and growing.

Join our Pen & Ink Sketch Art Society Group on Facebook >

Gabearts Instagram Preview Link

Check our our Instagram for more art and sketches.

Instagram gallery >

Digital Tutors Preview Link

A while back we wrote a tutorial on producing lightmaps for games. While the series has been retired, you can see the promo video for it on YouTube.

Digital Tutors Lightmap Tutorial Trailer >

Links

NO PRIORITY

About Page

A page to show the user what the site is about. This is where we can show the user's account information, such as their email, password, and other things like that. Here we can add conent from The Deal and Getting Started.

Elements

Content

About

Photo or splash image Preview images from external site

We moved from Miami to Los Angeles in 2006 to pursue a career in entertainment and ended up with video games. While it wasn't what we planned nor expected, we ended up lucky time and again after a major breakthrough in 2008 working for Sony San Diego on Lair.

At Crystal Dynamics we fell in love with games twice, first was when we held the controller and saw Lara Croft for the first time in a level we made, then a second time when we were mandated by our creative director to play Modern Warfare and not leave the meeting room with the massive projector and incredible surround sound system until the game was completed. It was a life changing experience.

Modern Warfare took what we always read about in newpapers and saw in video and brought it to life. A film can never put you in the place of a person in an impossible situation and live to tell the tale. So many journalists risk their lives in the heart some of the most brutal sitautions to let the world know what is going on. It's one thing to be a passive viewer in front of a large screen with actors and visual effects depicting a hard reality, but it's another to be there.

We learned from Modern Warfare how games could do more than any other medium in taking you to places you've never been and may never be. It contains the power to experience reality you might not otherwise come back from. You can swim in lava, fly through space, and visit the moon before blowing it up.

It was the game that made us say in our heart "I will give up everything I've ever wanted to do and make games for the rest of my life, just to be able to be a part of that".

We were lucky, the next opporunity we had was at Treyarch, on Call of Duty World At War, and from that moment on our life was never the same. We learned a lot about game development and it has been a crazy ride since.

After more than a decade in the industry, we took a break to expand on our programming, storytelling, traditional art, app, and game design skills. We wanted to know the secret of great gaming and in some ways, contribute to it.

Every day, we're working on new things, exploring ideas, and pushing limits on what's possible. So much to do, so little time.

We had a chance in 2013 during the Last of Us to make our own film on the side with our buddy Lou, which led to what would've been a masive Netflix deal. But when it was time to pull the trigger, in our heart we knew we wanted to remain with games. As fun as it would've been to be part of the film industry as a showrunner for a series, it didn't quite hit the soul the way our tiny space game had. So we hit pause and went back to games. Someday we'll pick it up and get it done, but not until we have a chance to finish what we set out to accomplish.

In 2017, we hit a health crisis and had to lose weight as well as take care from massive stress and imbalance. Passion has its limits. This led to the creation and design of our calorie tracking game CaloreRPG, now CalorieQuest currently in development.

In the meantime, while working on our games and apps, we search for that one more chance to work with a large group at a studio. We miss our collagues and being part of something bigger. But it doesn't mean we can't do both. We'll see what tomorrow brings.

Cheers!

Gabe

Links

Organizations & Volunteering

Here we mention AIAS, Saddleback Church, Pen & Ink Sketch Art Society, etc.

Elements

  • Screenshot preview Pen & Ink Sketch Society
  • Icon of Saddleback Church (Marketing, Graphics, &Design volunteer)
  • AIAS Judge icon (Technical Achievement Panel)
  • Organization details

Content

Organizations&Volunteering

  • Pen & Ink Sketch Society Artist Society Founder/Moderator (500K Memebers)
  • Saddleback Church (Social Media, Graphics, & Design volunteer)
  • Academy of Interactive Arts and Sciences (AIAS) Technical Achievement Panelist
  • Independent Game Developer's Facebook Group Moderator (32.7K Members)
  • Unity Developer's Facebook Group Moderator (70.2K Members)
Institutional Logos

Links

Contact Us

Conact and a fill out form in case someone has suggestions along with category of issue type. Maybe we can tie this together with Task Tracker Pro so if anyone has anything we can automate it as an issue but for now it may be worth keeping this as an open line of communication.

Elements

  • Contact us Email
  • Resume PDF (subtle icon)
  • Contact info Icon
  • Contact via LinkedIn Messenger

Content

Contact

example@email.com
gabearts305@hotmail.com
visit
visit
visit

Links

Journal

These are a series of articles we love to write and ideas we enjoy talking about.

Elements

  • Contact us Email
  • Contact info Icon
  • Article Ideas
  • The 90 minute rule
  • Game design planning: Iterative versus emergent
  • The case for design documents
  • The creative law of 4
  • Ludes Law: the 555 rule of great gaming
  • The most important thing: secret to great art and game design.
  • What about lighting?

Content

Journal*

The 90 Minute Rule

How ultradian rhythm can maximize productivity and sweeten life

Listen to article (coming soon)

In this article we talk about our 90 minute rule, how we came up with it, and the way it helped us max out our productivity.

Game Dev: Iterative versus emergent

A tale of two ways to make a whole game and why it matters.

Listen to article (coming soon)

In this article we talk about two approaches to game design. Yes there're more than that but we narrow our scope to compare and contrast these two common approaches to game dev.

The case for design documents

And why it matters

Listen to article (coming soon)

Design documents may have been considered a thing of the past, but we would like to make a case for why it still matters and what are some of the pitfalls to watch for in order to make the most of this time-honored tradition in software development for games, apps, and maybe even films.

The creative law of 4

Based on a study on choice, the key to effective direction decision making

Listen to article (coming soon)

There was a study on choice and how the number 4 was statisically the magic number. But did you know it extends to creative decision making as well? In this article we talk about how the number 4 can help you make better decisions and why it matters.

Ludes Law

the 555 rule of great gaming

Listen to article (coming soon)

Our buddy Ludes, Jeremy Luyties came up with an idea, that we later dubbed Ludes Law, and is has become a compelling argument for why games succeed or fail. In this article we argue why this princple is worth being concerned about and why it may bring a lot of encourage for those who struggle to accomplish great things over the long haul. It pays to take a broader view on life.

The Most important thing

Secrets to a great art, game design, and perhaps life.

Listen to article (coming soon)

In the movie City Slickers, Curly, played by Jack Palance, tells Mitch, played by Billy Crystal, the secret to life is one thing. But what it's it's true? In this article we talk about how this has played a pillar role in lighting art, game design, and actually any other aspect of life. Priorities matter.

What about lighting?

Secrets from a long time AAA, tricks of the trade that help us get paid

Listen to article (coming soon)

Professor Xu, a great man from International Fine Arts College who taught computer graphics once posed this this epic question: what about lighting? Does it matter? Do we care? Is it important? Hells to the yes, and here's why.

The Case for palettes

Why limits are our friend.

Listen to article (coming soon)

In this article we talk about the importance of color, texture, and shape palettes. Rules matter in art and design, they define character and ultimately in this restriction there's actual freedom.

What makes a great game studio?

Longtime lessons from working at rival studios and why it may help improve the current climate

Listen to article (coming soon)

By no means is this a complete list, but many lessons were learned over more than a decade. With careful thought and consideration, here are some long learned lessons on what makes a great game studio. But no means is it a complete list and we'll probably revise this over time.

The Case against Crunch

Is it necessary?

Listen to article (coming soon)

Crunch is a controversial topic in the game industry. Some say it's necessary, others say it's not. In this article we point at an elephant in the room, laugh, shame it, and then discuss when, why, or even if it's necessary.

The 80/20 Principle

Secrets of getting things done, the Pareto principle, and how it helps you stay focused on what matters

Listen to article (coming soon)

According to economist __ there was an observation how 80% of the land in Italy was owned by 20% of the people. This observation was later applied to other areas of life and became known as the Pareto principle. In this article we talk about its importance and ways it can help with game design and pretty much anything else you can think of.

Rocks, pebbles, sand, salt, and water

How to manage and priortize time

Listen to article (coming soon)

In this article we discuss an epic example by a minister who demoed the power of prioritization, so long as one understands the big, medium, and small things in life and when to fit them in.

Dunbar's Number in games

Why this may be one of the most important factor in a successful game studio

Listen to article (coming soon)

Dunbar's number is a theory that states the number of people you can maintain a relationship with is limited to 150. In this article we talk about how this may be one of the most important factors in a successful game studio and why it matters.

This Magic Moment

The day we witnessed a life-altering, game pheonomea happen and it started with a happy accident

Listen to article (coming soon)

In 2007, we witnessed an event that changed our life, the birth of a rockstar game, and the way it infected a whole dev studio. But there's more to the story and a plethora of lessons to learn from it.

The Making of Task Tracker Pro

A behind-the-scenes look at how we made Task Track Pro

Listen to article (coming soon)

The app that helped us make this site and everything in it since 2020

If it's a full blown article with behind-the-scenes, we should consider making it a project page.

The Making of Gabereel.com

A behind-the-scenes look at how we made this site and why

Listen to article (coming soon)

It started as our first test for emergent design and a resume site but has since blown into an online game museum.

If it's a full blown article with behind-the-scenes, we should consider making it a project page.

So you want to go indie...

An honest piece of advice from someone who's been doing it for 5 years coming from AAA without a hit.

Listen to article (coming soon)

We weren't sure how the journey was going to go, year to year it went, and in the end it was totally worth it. Here's the best adivce we have for anyone who wants to go indie.

Golden Ratio in Game Progression.

The case for how this infamous proportion found in nature, art, and science, hardcoded into most coding languages, Phi, 1.618, might also be the sweet spot for game progression.

Listen to article (coming soon)

Other games use 1.5 exponents, others use 2.0, but we argue that the golden ratio might be the sweetest spot of them all. And even if not, it's fun to try from the price of items and bonus points to the speed upgrade and inventory capacity of your characters.

Links

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PHILOSOPHY

The following are aspects of our site and challenges ahead. It's our approach to each area of concern when it comes to development and how we want to approach it.

Q&A

What sites do we take from and how simiar or different do we want to be?

Great question!