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Muse Games Process Patent

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We’re been hearing a lot about software engineering patents in the news. Google, Motorola, Apple, RIM – all the big tech guys have been patenting all sorts of innovation and process patents, and we got to talking – and decided we should patent the Muse Games method of innovation and GTD. Below are the core tenants:

All meetings must take place on exercise balls.
Additionally, work may or may not be conducted on exercise balls as well, but interdepartmental conflict MUST be resolved through direct combat on exercise balls
Beer acquisition responsibilities are determined by iterative repetition of a skill based system, “Hold’em”
Weekly asset import duties are assigned via Rock Band vocal scores.
The mini-fridge is reserved exclusively for beer, milk, and hummus.
Sessions of Team Fortress 2 should be concluded with Hightower. At least one member of the [Muse] clan must represent the Pyro.
The toaster oven (hereto referred as the “Fire Box”) must only be used on Alex’s desk or a small cart directly adjacent to Alex’s desk.
All dealings with Water Delivery must be handled by our UI Design Expert (hereto referred to as the “George”)
We must waste 3 hours on Friday talking about bullshit
Classes, Namespaces, and Properties may only be named by our Chief Nomenclator.
Whomever renames the role of Chief Nomenclator becomes the Chief Nomenclator

Unity Meetup – August 27th, 2011

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Unity Meetup Taipei


由 Musegames 主辦的第一次 Unity 與遊戲開發交流會,8/27 在蛙咖啡舉辦。感謝大家的熱烈參與,人數比我們預期的還要多很多!我們除了跟大家分享了一些獨立製作遊戲,以及利用 Unity 引擎開發的基礎概念外,透過與大家的交流,我們也得到了很多寶貴的經驗!

下面是這次的簡報檔,我們預計在年底前還會再舉辦下一場。各位如果有感興趣的話題,或是想要交流的意見、任何建議,也歡迎跟我們反應!

Check out Caro’s new game Legend of Fae! It’s featured on Steam!

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Caro's Game!


Carolina, our awesome master artist just released her game on Steam. It’s awesome and incredibly beautiful. It is currently being featured on Steam, and here’s the link to the game.

The story and concept of the game:

Sea Cross Island was a quiet haven just off the mainland, but recently strange things have been happening! Mysterious creatures known as Fae have started appearing and are wreaking havoc. A young girl named Claudia, is thrust into adventure as she searches for her missing uncle amongst the chaos. It’s a dangerous journey but she’s not without friends. Four elementals are drawn to her aid as Claudia finds out that she’s actually a sorceress! Embark on a journey to discover the secret behind the mysterious Faery Gates.

Please go out and buy this game! Caro poured her love and passion into this game, and it really shows.

Conrad and Howard Go to Brighton!

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We have arrived at Brighton! It’s about 3:00am local time. To commemorate our arrival, let’s recount how we got here. Our departure from JFK, NYC was smooth enough, minus that one hour delay, but which American airline, especially the one called American Airline, doesn’t suffer from some occasional, check that, chronic delay. Conrad checked in slightly before me, and I checked in again for the both of us, so he ended up holding 2 boarding passes… Another minor security glitch, but no harm done. Conrad probably won’t be mistaken as a terrorist anytime soon. We got the seating situation worked out at the gate, and I got us a nice window, aisle couples pairing of seats. Sorry, no, Conrad did not lean on my shoulders.

When we landed, we actually got through immigration, bags, and customs in a flash, with a smile. Welcome to London! That was nice. Ok, now the fun started. We bought tickets at a train ticket machine. Since we carried nothing in the appropriate currency, we used our credit cards of course. The credit card thing loved to be massaged, and I feel dirty for saying this, but anymore massaging of that damn credit card machine Conrad and I would change careers. Finally, we got our credit cards to read, and on the screen it displayed 18 British pounds. No big deal. Wait a minute, 18 pounds!? Holy crap. We later learned that we could have taken the Tube (the London subway), probably for a few pounds or dollars cheaper.

Arrived at London Paddington Station woohoo! Train to Brighton? No luck. As we tried to buy tickets through the machines, Brighton was nowhere to be found in the destination list. So we poked around the station, and found the lone ticket counter open with a middle gentleman that uttered 2 words, “Victoria Station.” Great. We had hopes of making an 11:30pm train to Brighton, and that hope is now completely dashed.

To get to the Victoria Station, we had to take the Tube, and that of course meant giving the ticket vending machines more massages with our credit cards. We of course had no idea what the heck we were doing. It wasn’t entirely our fault. Who knew the red colored train was a green line, and another red colored train was the yellow line? Luckily, a nice lady on the train told us to get off and change trains right a few seconds before we went the opposite direction.

While waiting for the yellow line to Victoria, the names of places on the subway and bus maps leapt off the page – Westminster, Trafalgar, British Museum, Wimbledon… We will see none of those places on this trip. That familiar feeling of dangling a big fat chocolate cake right in front of me, and I won’t get the chance to taste any of it. At Victoria, we dragged our bags up and down the stairs to the National Rail ticket counter and got tickets to Brighton. 22 pounds each way. And we couldn’t get the round trip for only 7 pounds extra. Why? Because we had to take the return train before 9am, which was when the price discount kicks in. Crap. So our transportation cost per person was: 18+4+22 pounds. I forgot what the currency conversion rate was, and it was probably a good thing.

We were starving at the train station, so between Burger King, McDonalds, and a sandwich shop, we went Burger King. I voted down McDonalds, as the recent memory from my McDonalds food poisoning was still raw. Credit card swiped. Receipt came. 11 pounds, making officially the most expensive fast food meal either of us had ever eaten by far.

Ok, we got on the 12:05am train to Brighton. Finally. We are on our way! Wait, we heard a message over the PA system that the train will divide? Wait, what? The announcement said that trains 1-4 will go to some place. 5-8 will go somewhere else. Brighton? No news. And what about where we are sitting, in car 11? No idea. Uh… Better ask somebody. The two kids behind us were equally confused. But another person just came on board told us to go to the front, to cars 1-4. Great… All the way at the other end. That wasn’t supposed to be a big deal, except we were carrying that big ass monitor that we are supposed to bring. Look on the bright side, we could use a little bit of a work out.

We did make it to car 4, and that was as far as we were willing to go. No farther. And we did make it to Brighton. Conrad vowed that no matter where we were in Brighton, we were walking.

And so we did. The interesting thing is that, I had only a general and liberal sense of where our hotel was. But whatever, it was interesting just to walk around. Aside from the drunken people on the streets, there were a few places with pretty amazing architecture.

When we finally reached our hotel, we paused at the door for a bit. Can’t be right? This is the hotel from the pictures online? Uh… Whoever put up those photos online did an excellent job photoshopping the crap out of the place the same way wrinkles are airbrushed out of middle-aged actresses. When we checked in, there was a snafu with our Expedia booking. We were charged for two rooms, and we were supposed to share one. We gotta sort this out tomorrow. In the meantime, they gave us an upgrade supposedly. Conrad got to his room no problem. I got to my room, heard the TV on. Odd. I unlocked the door, about to turn on the light, a man jumped up, and there appeared to be a woman as well. “What’s going on, who’s there!?,” the man yelled. Uh, I thought this was my room? I went downstairs, the person at the front desk gave me another room. Let me say this, I was extra careful opening the door this time around.

This hotel, called Umi, claims to bridge the gap between 3 star pricing and 5 star service. I put the question to Conrad, and the answer made a lot of sense. 5 stars, minus 3 stars, equals 2. Perfect. Well, time to sign off for the night.

More exciting news to come out of Brighton tomorrow!

Guns of Icarus became the first 3D, Unity game on Mochi Games

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Guns of Icarus just went live on Mochi Games, becoming the first 3D, Unity game to launch on the site and platform, which is one of the coolest and best casual, Flash portal in the industry.

We are really excited by the opportunity to integrate Guns of Icarus with Mochi’s awesome game service. While Mochi will still be Flash, this could be the beginning of something really exciting, as Mochi’s always been known for quality games. Thanks to Justin and Jamison for the adventurous spirit! And the stickers too :) The stickers are awesome.

Creavures at Develop conference’s Indie Showcase!

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The Develop Conference in Brighton, UK, picked Creavures as a finalist in the Indie Showcase!
If you want to find out what awesome company of games Creavures is in, check it out on DIYGamer.

We are really excited to be a part of the showcase. Conrad and I bummed enough airline miles from family to make the trip, so we’ll be there from the 19th on. If you happen to be at the conference, come by our booth and talk to us! We’ll love to hear what you have to say and to chat about anything game related.

Muse at Connecticon!

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Emily, Alex, and Mike will be at Connecticon this weekend. If you are there, be sure to look them up! You can get the latest on Muse, Guns of Icarus Online, and Creavures from them. Or just to say hi!

Shadow Blues

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Shadows are not absolute: light reflecting off of surrounding objects, or just diffusing through the atmosphere, always gives them a little touch of light and of color. Outdoors, this frequently means blue, taking on the color of the faint reflected light coming from the sky.

Artists, meanwhile, have been cleverly exaggerating this blue-shadows thing for many decades: our eye tends read cool hues (blues, greens, purples) as receding or distant, while warm hues (reds, yellows, oranges) are read as advancing or important. The contrast created by warm highlights and cool shadows also serves to make the image more vibrant.

Simulated lighting frequently neglects this, so after a bit of discussion with Tim, I set out to make our shadows blue. I ended up reusing one of my favorite shader tricks, something that actually allows for a lot more than that.

The trick in question is the ramp texture: I calculate a pretty normal half-Lambert lighting term that ranges from 0 to 1, but use that term in a texture lookup rather than multiplying directly.

Standard lighting

A character lit by the base lighting term

Blue-shadowed lighting

The same character lit with a gradient that ends in dark blue, instead of black.

"Toon" lighting

The same shader, with a sharp-edged ramp texture, produces cartoony shading

The lookup value also includes the effects of cast shadows; you can see the shadow cast by the cylinder on the character’s back in the images above. Light attenuation, however, happens outside this system: if it didn’t, multiple point lights affecting the same object start to accumulate significant brightness even in the “dim” edges of the light region.

Guns of Icarus Online site Live!

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After a few days of collaboration and late nights between Brian and Tim, we finally have the first version of the new site for Guns of Icarus Online ready to go!

On it, you’ll find the latest development news and artwork. We’ll also be posting things to share, such as wallpapers, videos, trailers, along the way. If you are interested in getting updates from us and participate in alpha and beta testing, feel free to leave your email with us on the site as well. From now on, anything going on with the Guns of Icarus Online project you can find out here at gunsoficarus.com.

What is Guns of Icarus Online?

Guns of Icarus Online is a multiplayer airship combat game where you will attempt to survive and thrive in the post apocalyptic wasteland, moving from town to town, trading and collecting resources, outfitting your ship, and battling deadly pirates.

Every ship can have multiple human or NPC crew members. With a flexible skill and leveling system, every crewman brings something unique to the ship. No one sits idly during a firefight. Expect to find your pilot putting out a fire or your mechanic manning the guns at any moment. With many airships to outfit, each with its own strengths and weaknesses, it will take a competent captain to make the most out of each trip. Dangers will be lurking everywhere, and they won’t just be pirate ambushes. Expect to find opposing players out hunting for your cargo as well.

Each town competes and trades with its neighbors to survive in the wasteland. Your reputation will rise and fall with your actions in each town, opening and closing new options elsewhere for profit. Don’t like how the towns run things? Soar into the unknown and find new resources to establish a town of your own. Join other players to make your town prosper while defending it from raiders who want to plunder your riches.

NYC Unity Meetup – Special Session – Recap

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Carl getting animated demoing Unity with Kinect


Last night we had the pleasure of inviting Carl Callewaert from Unity and Brad Porter from Great Eastern Technology to present here at Muse. The turnout was tremendous. We had close to 50 RSVPs, and over 50 people came.

The original agenda was Unity working with Kinect for mocap and Maya, Max workflow with Unity, but it turned out to be so much more! The Kinect demo was excellent. With Brad presenting, Carl served as the model. Carl brought his charisma and beer, and hilarity ensued. Not lost was the power, versatility, and ease of use of Unity for this new application of course.

After a brief Q&A, the session segued to Carl’s presentation. It was action packed, as Carl took the audience through not just Maya and Max workflow, but also an overview of Unity. Wait but there was more! Carl also gave the audience a sneak peak at the 3.4 release features and future feature roadmap for 3.5 and beyond. That was followed by the business side of game making with valuable tips for indie developers. Since Carl runs his own studio and has a ton of experience in game development and marketing, he had strong opinions and great insights that were right on the mark. The icing on the cake was Carl’s in depth walkthrough, taking a developer through how to create a game from the ground up.

The presentation from the meetup will be distributed as soon as it is ready, so look for it in a later post or on Muse’s facebook page.

More photos from the event is also up on Muse facebook.

See everyone at the next meetup!