G.I. Joe: The Rise of Cobra

G.I. Joe: The Rise of Cobra, Copyright (C) 2009 Electronic Arts Inc.Image above: G.I. Joe: The Rise of Cobra, Copyright (C) 2009 Electronic Arts Inc.

The project I’ve worked on for the past year at Double Helix Games has now been released: it’s G.I. Joe: The Rise of Cobra, the multi-platform game tied to the movie by the same name. I can honestly say it’s been an interesting and educative experience, from which I’ve learned a lot.

Reviews of the game so far have been mixed, some recognizing its merits as well as its flaws, others unmercifully bashing it. Amongst the various observations there have been some which were quite superficial, one review even going so far as attacking Dennis Quaid (who plays General Hawk in the movie) and the rest of the movie cast specifically for the quality of their voice acting in the game; which would be an opinion any reviewer could be entitled to, if not for the fact that neither Mr. Quaid nor the rest of the cast (with the exception of Joseph Gordon-Levitt (1)) lent their voice to our game. If anything, this critique should probably be a testament to how good a Dennis Quaid the actual voice actor who plays Hawk in the game is.

Another funny remark has stated how the accompanying soundtrack is “ripped off” the movie, when in reality it was specifically composed for the game and skillfully executed by an orchestra (anyone could have confirmed that with minimal research). In my opinion it is in fact one of the best features of this game. In addition, I’m still looking for this mysterious “lava level” some reviewers mentioned; I certainly cannot remember it being part of the product at any point during the development.

Granted, The Rise of Cobra has some flaws, which clearly could not and did not go unnoticed; however, my personal opinion is the game still manages to offer a good dose of fun, particularly if played in co-op with a friend at Advanced or Hardcore difficulty. And I believe fun is half the battle.

(1) see game credits.

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At present

Staircase in Vatican Museum, Copyright (C) 2004 Andreas Tille, GFDLAnd here are finally some of the details that were missing from my previous post. It’s taken a while, but I have at last moved to a different city, where the sun shines less hot but no less bright; I like this region quite a lot, and I can see many improvements over my previous location. It is here that, a while ago, I started working as Gameplay Programmer for Double Helix Games, the Foundation 9 Entertainment game development studio that was born from the merger of veteran studios Shiny and The Collective. As imaginable, the people I’m working with are smart and very talented and I’m more than honored to be part of such an active and energetic team; I’m looking forward to learning as much as possible from all of them and gaining more experience in the game industry.

I’m already helping with the development of a game that is, as of yet, unannounced. All I can say is that I do like the ideas that the designers are placing together, and how it’s coming along; I may be able to talk more about it after it’s announced to the public, something that should happen in the near future. For the moment, I will just remind you that Silent Hill: Homecoming, another game developed by Double Helix and published by Konami, will be released soon and you should check it out.

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Reading matter for Spring and Summer

Though posts have become scarce around here lately, there’s always time for my roughly bi-seasonal column of reading recommendations. On this occasion I will expose what I’m currently reading or planning on reading this Summer; either way, the quality of the following books is apparent even before getting any close to the final chapters. Without further ado:

Death by black hole and other cosmic quandaries, by Neil deGrasse Tyson, 384 pages, published by W. W. Norton - ISBN-13: 978-0-393-06224-3 - this book is a collection of essays on the cosmos written by an astrophysicist who has the gift of being able to render complex concepts, such as the inner workings of black holes (or what is currently understood about them) or the Doppler effect, very clear without trivializing them in the process. And, as the director of the Hayden Planetarium at the American Museum of Natural History in Manhattan, he also knows what he’s talking about. I find his presentations always enlightening and at the same time very user-friendly.

3D Math Primer for Graphics and Game Development, by Fletcher Dunn and Ian Parberry, 476 pages, published by Wordware Publishing - ISBN-13: 978-1-55622-911-4 - for some reason I did not have a specific, introductory book on 3D mathematics, and although I have managed to live without one by studying information in other books and/or the Net, I’ve been wanting for some time to find all such information neatly collected in one spot. This book may be what I was looking for, as it spans from the basics of coordinate systems up to and including space partitioning techniques, and contrary to similar books on 3D math it explains the concepts rather than just presenting results. Moreover it intermixes formulas, figures and code samples (rather than relegating code to a CD for example) in a way that I find useful for keeping the focus on the matter that is being read at any given time.

More Effective C++: 35 New Ways to Improve Your Programs and Designs, by Scott Meyers, 336 pages, published by Addison-Wesley Professional - ISBN-13: 978-0-201-63371-9 - there is not much to say about this book than is not already known. If you really want to learn C++ (much beyond simply syntax), and you’ve liked the previous book by Meyers on the subject (”Effective C++: 55 Specific Ways to Improve Your Programs and Designs” - wait, if you really want to learn C++, then you must have read that one and loved it by now), then this is for you, too. Covering more advanced techniques than the first in the series, it will be a useful addition to your library.

It’s hot outside, stay home and read a book. Unless it’s Winter where you live, in that case you can start over with my wintry recommendations ("Books for the Fall of Winter").

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First Neutron Engine website

Neutron Engine website snapshot, copyright (C) 2008 Nicola CocchiaroAnd to complete the series of website makeovers (see "Fresh web look for the new year" and "Alpha Shooter website gets made over"), the website for the Neutron Engine (my own modular 3D game engine project) now also sports its new look (at least until I change my mind about it, which could happen). There is not much yet on it at all, but I should be able to post documentation on the engine and more content relatively soon.

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Alpha Shooter website gets made over

Alpha Shooter website snapshotThe Alpha Shooter website now also has a new look, and new content has been added, like a screenshots page and resources for developers. Check it out and feel free to comment on it.

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