Archive for the ‘Toby Rushton’ Category

May 5, 2010

Got my script points done yesterday, to help with the presentation. Hopefully these will help me develop a script off by heart and not fall into the habit of completely memorising something and forgetting it at crunch time. It should also give me more of a semblance of time when we talk about it. -Toby


April 29, 2010

Kinda wish I knew about this before for my design work 🙂

Survey Monkey will be useful to compile information of what potential consumers think of your product. Which is vital for knowledge of the games market.


April 29, 2010

I hereby liscense this blog post! Under creative commons I selected a non-commercial share alike lisence. If youse guys sell off my blog, I’ll sue! 🙂

Creative Commons License
This work is licenced under a Creative Commons Licence.

Finished but not quite

April 8, 2010

Well, I got my 900 words pretty much out of the way, but its the charts and stuff that dont add to the wordcount that are killing me. Either way, I havent posted in a while, so to make up for it I shall include a post later in the holidays that covers what we went over during the last week. It was pretty helpful as it covered presentations.

Toby’s post

March 11, 2010

Sorry for my post being a bit late! I wanted to wait a little while before I posted up my article, I was going to wait a few days to see what happened to the article, but ended up forgetting about it til today! Priorities screwed up eh? 😛

Last week, as preious posts show, we did a wiki article. Mine was on the recent Leap year bug of the PS3, not unlike Dan’s , however lot long after the article was posted, the page was marked for “speedy deletion”. Due to there being a lack of citations.

This highlights the need to use a credible source, otherwise people will not take the article (or any written research) sseriously.

Job Description

February 18, 2010

This is a job description I wouldn’t mind going for, pity I’m totally underqualified! This is for a Senior artists position for Valve studios in Bellevue, Washington.


Senior Technical Artist

Valve is looking for a Senior Technical Artist to help drive our technology forward for both current and upcoming projects. A technical artist’s responsibilities at Valve include but are not limited to:

Define and maintain the content pipeline Educate artists on proper content creation techniques

Work closely with both artists, and programmers solving problems and researching new techniques

Create tools to assist artist workflow Combine technology and game play in new and innovative ways

Requirements: 3+ years of experience in either the video game or film industry

Expert knowledge of scripting languages, Python and Mel preferred Basic knowledge of C++

A strong understanding of next-generation content creation techniques

Strong technical knowledge of current 2d and 3d applications, including but not limited to Maya, Modo, and Photoshop


I wouldn’t say the programming aspect was a total surprise to me, after all a lot of communication is needed between the two teams (artists and programmers) to get the whole visual style correct in a game. And also thats a hell of a lotta programs to learn! 😛        -Toby

Unsuccessful example 2

February 4, 2010

Heres a video on Imagine games and Ocean software. This is an interesting outlook on how games were developed in the 80’s and what happens when things go wrong

Interesting points on marketing at 10 minutes in and at what happens when things don’t go to plan at 18 minutes.


Week 1

February 4, 2010

Today we talked about three games that use an agile system that incorporates design patterns by Tim O’ Reilley

the games we picked which we  thought incorporated these patterns whee:

The Sims 3– by user generated content that constantly evolves

Half life 2– by introducing a system that uses digital distribution

Unreal Tournament – for the unreal development kit that lets developers modify and create their own content.