Posts by lynge

Particle System Cloud Visualization

Posted by on Feb 5, 2013 in Data Visualization, Unity3D | 1 comment

Particle System Cloud Visualization

Just a little something I cooked up while working on a fish population visualization. This was pretty quick, about a half hour’s work – perhaps with some more love a visualization like this using real data will make it into TerraViz. We could certainly add a lot more to this, for instance playing with the particle system transparency (instead of just having points be on/off). It’s easy to adjust color, size, etc. on a per-particle basis to do multidimensional analysis. As an example: we could use...

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Per-Vertex Properties on Procedural Meshes

Posted by on Feb 2, 2013 in Learning, Resources, Tutorials | 0 comments

Per-Vertex Properties on Procedural Meshes

Here’s a sample video from the course that I taught on game design in the fall of 2012. This video is from fairly late in the semester, so it assumes that you know a little something about 3D meshes and what ‘procedural generation’ means with video game design: editing objects with code, at runtime, rather than by hand, beforehand. I have to caution that it’s fairly technical, but there’s some good eye candy (especially in the second half), and a lot of good information about how to create and edit meshes from...

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Using Real Buildings and Places in Your Games

Posted by on Jan 26, 2013 in Blog Posts, Resources | 1 comment

Using Real Buildings and Places in Your Games

Adding real-world architecture to your game has a ton of benefits. It can set the mood, add authenticity, and give an emotional punch to your game. Plus, and let’s be honest with ourselves here, it’s a heck of a lot easier to base your game on a real place than to come up with something from scratch. So if I’m a game designer and I don’t want to get sued, pretty soon I’m going to ask myself: Can I include a famous location (like Times Square) or a historical building (like the Taj Mahal) in my game? Do I...

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8th Grade Science Day

Posted by on Dec 29, 2012 in Learning, Talks | 1 comment

8th Grade Science Day

Every year, we bring students in from nearby schools and give them a tour of the work we’re doing at NOAA. The kids have a good time, and we try to stuff them full of environmental science and wonder about the world around them. This year, the group I work for (the Technology Outreach Branch, or TOB) did two stops along the tour: Eyes on the Earth was a presentation Eric, Don, and myself gave on our giant multi-monitor display. That handsome man you see to the right is Don, talking about the Frankenstorm that hit the east coast a...

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Mechanics, Dynamics, and Aesthetics in Game Design

Posted by on Nov 21, 2012 in Learning, Resources | 0 comments

Mechanics, Dynamics, and Aesthetics in Game Design

This is most likely just the first of many posts I’ll write on the MDA, or Mechanics-Dynamics-Aesthetics, framework. MDA isn’t a method or set of rules for designing games. It’s a way of breaking down game design into discrete parts, and looking at how those parts interact. The end goal is to help developers go from mechanics (how the game works) all the way to aesthetics (how the player experiences the game). By doing so, developers can focus on creating a game that is engaging for the player on multiple emotional...

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