Caffeinated Games

An Indie Game Company, a Community, a Blog

Greg Chudecke Male
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Best games at E3
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Started this discussion. Last reply by Neil J Sloan Jun 26.

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Greg Chudecke left a comment for Bridgette Hansonon Wednesday
Greg Chudecke added 6 blog postson Tuesday
A discussion started by Greg Chudecke was featuredJune 29
The game I was working on at Zipper Interactive before starting Caffeinated Games MAG was there! Looks great! Definitely looks like it plays smooth and should be a lot of fun with 256 players. Here is the trailer: http://www.gametrailers.com/vide...
Crackdown 2, Just Cause 2, Star Wars Old Republic, and even though it is not really a game, Natal looks really promising. :D
"12:59? It would seem to be to be 59 minutes late or is that the last timezone where it would have still worked?" Yeah..... yeah of course... clever, huh? ... I swear, I had it right when I was gonna type it, haha!

Profile Information

Favorite Game
SOCOM, Warcraft III, Culcept, Mario Party, Halo 3, Bang!, Tigris & Euphrates, Baseball
About Me:
Founder of Caffeinated Games

I am a Programmer and Designer of Video Games.

The Games I worked on prior to Caffeinated Games (that have been announced):

Lord of the Rings: The Fellowship of the Ring (XBOX)
Accolades: Xbox Platinum Hit.

Backyard Skateboarding
Accolades: Children's Game Of the Year (AIAS 2005)

SOCOM 3
Accolades: Sony GREATEST HITS

SOCOM Fireteam Bravo (PSP)
Accolades: PSP Best of E3 2005 Awards (IGN)

Currently I'm starting a game company, coding a game, spending time with my son and wife and squeezing in playing games whenever I get a chance.
How did you hear about us?
Wouldn't you like to know?:)

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Greg Chudecke

World Maps & Atlases. Sailing The Memory Seas.



Adding a map button so that you can check out the map at various times in the game here is the 3d icon for it. I've mainly been working on cleaning up the memory loading and usage in the game so that it can load and unload levels / menus properly without wasting memory. All those… Continue

Posted on June 30, 2009 at 9:30am —

Greg Chudecke

Final Touches

Working on getting some of the final touches in the game.



You can see here in the editor we added some smoke to the factory buildings. Lots of little touches like this going in. I'm also working on memory ,optimization, game play and crash issues.

Posted on June 23, 2009 at 11:30am —

Greg Chudecke

One of These Tornadoes is Not The Same.

One of these tornadoes is not the same. One of these tornadoes is decidedly broken can you guess which one? :)


This was due to an atlasing (large image generated from small images to make the game run faster) bug where it compressed the alpha down to 1 bit which causes the dots. There… Continue

Posted on June 16, 2009 at 1:00am —

Greg Chudecke

Spoiler Alert: Lava Level Starting Shot

Well I posted a shot from the editor of the walls of the lava level earlier. I thought I would share what the actual level looks like from the starting point:



Video:


Lava is moving, Steam is rising looks much better animated maybe i'll post a video later on… Continue

Posted on June 9, 2009 at 11:30pm — 5 Comments

Greg Chudecke

Blog post tomorrow (aka later today)

Blog post tomorrow been crazy with getting a build ready for the game!

Posted on June 9, 2009 at 2:10am —

Comment Wall (46 comments)

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At 6:04pm on June 17, 2009, Brandon Cooper said…
Hi Greg. Sorry for the late reply. I'm not taking any classes for level design, basically having to self-teach myself as I go. It'd been rewarding so far and I'm working on a Left 4 Dead campaign with a good friend right now.

My son is 2...and already a gamer! Kids are great.

Keep doing what you are doing man. I want to see you become a success.
At 4:08pm on June 6, 2009, Chris Walter said…
Hey Greg, cheers for the comment!

I'm more focussed around Design but my course also covers Art as well (Concept and Modelling) so I dabble in both of those areas.
University of Teesside is actually based up in Middlesbrough, I think Oxford is a bit too high-class to try Video Games Dev courses ;) but the curriculum covers general art and design skills, with a few industry focuses on Design pipelines and Art related budgets (polygon counts and whatnot) - I've only just finished my first year which was quite broad and the second year is a bit more focussed on particular areas of design and art.

My blog is currently down because I've not really had time to work on it since March-ish, but when I get out of my current hectic schedule I'll be working on it and I'll let people know the link then :)
At 1:11am on June 3, 2009, Simon said…
Hi Greg,
Thanks for welcoming me to your ning group!
I had a poke around to see what your game in development is about. Looks like a combination of Monopoly and Talisman (?) Still not sure about the whole slot machine combat system, though. It's definitely different!
At 5:27am on June 2, 2009, Jennifer Adkins said…
Hey, yeah I draw cartoonish stuff, a lot of the time its vectors. You can check out my page on facebook: http://www.facebook.com/pages/Jennifer-Adkins/54421387937 I'm decent in flash too. Thanks for inviting me over here and yes I'll spread the word.
At 5:16am on June 2, 2009, Greg Holden said…
Greg
I do have the Unity iPhone license, but have only had one contract for it, a Rubiks cube. The touch code (where are the fingers) is a little "sensitive" (requiring a bit of playing to get an input system that works reliably), but all-in-all it's a powerful package.

As for the small tweaks and time it takes, I recommend Unity's demo video: http://unity3d.com/#iphone (click "Unity demo video"). They aren't dressing anything up. You compile an app to your iPhone which simply plays a streamed video from the Unity dev environment while sending back user input (touches and accelerometer). The game is "played" in the Unity environment while receiving input from iPhone. Development is quick, and the public variables can be tweaked while the game is playing.

My caveat, I would check out this page (although it seems they haven't updated, version 1.02 is out):
http://unity3d.com/#iphone
Unity iPhone stayed in version 1.01 for longer than people were comfortable. This is most likely because of the Windows release (which is also out as you probably are aware). Although I hadn't run into any problems at the time, I know some more advanced features required work arounds (native keyboard for one thing).

Hope that helps.

Greg
At 9:39pm on May 28, 2009, Ian said…
I'm actually working with the developer of a Xbox Community game who's doing a sort of hash up of Pokemon Puzzle League, we're almost about to go live, it's going to have some really nice music, and my own voice samples. :D
You can find the un-updated one on the market place already - but expect an update sometime in the future. :D
At 1:47pm on May 12, 2009, Joseph V. Luna said…
C++ check, linear algebra check, C# not as much, bit some.
At 8:04pm on May 10, 2009, Joseph V. Luna said…
CSUSB is California State University, San Bernardino. I am a computer Engineering student and would love to work in the industry after I graduate (In about a year and a half). I don't have very much experience explicitly programming games, but am looking to get more practice.
At 11:53am on May 6, 2009, Dan said…
I'm not immediately sure actually. I like the idea of having control over the assets as that is what is immediately visible to the player but at the same time I am having a great time learning the intricacies of coding. If I had to choose one it probably would be programming. I like the guerrilla development thing you have going on and I will try my best to keep posted on your game.
At 10:32pm on April 2, 2009, Farmer S said…
No problemo. Happy to be a part of it all. :)

As for me, I'm a recent ex-patriot of THQ where I worked for almost 10 years starting in QA, then Production, then Biz Dev. I've worked on a wide spectrum of titles, most can be left unsaid, but I'm particularly proud of the work I contributed on Company of Heroes, Dawn of War, Destroy all Humans and Drawn to Life.

Currently on sabbatical, where I've developed an interest in gardening and landscaping. Not quite the farmers life, but you can clearly see where Farmlands represents a sort of nexus between worlds for me.

Anyway, keep up the good work. There aren't many games I'm excited for these days but FM is definitely on the short list.

All the best,

Sean
 
 

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