Tuesday, December 16, 2014

Vote for Faceted Flight on Greenlight!

Hey everyone! Long time no talk. I've been insanely busy in VR-land, and its been awesome times.

The project furthest along is Faceted Flight and we're now up on Greenlight! Please go give us a Vote!




Check out the sweet new trailer:

Monday, July 21, 2014

Epic Weekend for Faceted Flight!


Holy crap! Faceted Flight had a pretty huge weekend. For starters, Tom over at TheRiftArcade posted his hands-on impressions of Faceted Flight.

"Part flight-sim, part racer, Faceted Flight has blasted out of nowhere onto the VR landscape."


 "...it’s fun to play, there’s no disorientation even when the ship is twirling around canyon corners and there’s just something about the feel of the game that gives it an edge over other flying games on the Rift..."

And if that wasn't enough: FF was on Cymatic Bruce's Sunday Stream yesterday. Not only were we lucky that Bruce played, but he freestyled to the title music.








Wednesday, June 25, 2014

Faceted Flight!


After many different forms, this is the newest mutation of my Virtual Reality experiments. You guys have seen it as "Faceted" for a while now. I've decided to dub it something more fitting: Faceted Flight.

With Faceted Flight, I want players to experience the exhilaration of flying through a variety of beautiful environments. 

Faceted flight now has a fancy new website, check it out after you watch the video! 


Monday, June 23, 2014

3D Scan test.....with my iPhone.

Holy crap! I had no idea this tech existed....right now....in my pocket.  I intended to capture the Anatomy Model, but it generated a model for so much more of my messy living room!Very cool stuff.

I then downloaded the model as an obj and this is me tumbling around in Maya.


Saturday, June 21, 2014

Faceted Progress


Hola!! Here's an in-editor peek at Faceted's latest progress. 

After the positive reception from the demo, I went on a level prototyping frenzy. This screenshot is a small portion of a Canyon level. Racing through Canyons in VR is pretty rad. I'm attempting to channel a good mix of IMAX Grand Canyon movies with a healthy dash of Death Star. 

The eagle-eye'd amongst you have probably also noticed a new cockpit design. refining and enclosing the cockpit has been fun. Its still got a ways to go, iterating w/ VR takes time and is a pain but the results are totally worth it.  

Holy crap making terrain with this low poly art style is fun! Creating art in the low poly style in general has been a lot of fun. Good times. 


Saturday, June 14, 2014

Screenshot Sat and Meetup results.


Happy Screenshot Saturday to ya! Here's a screenshot from the demo I showed at the Game Makers Unite meetup here in Austin.

The event went really well! Nobody puked so I'd say it was a big success! I had an awesome time meeting everyone and it was great seeing the other VR devs: Unello, Ghost Machine, and a student group I don't have a link to.

Good times!


Thursday, May 22, 2014

Throwback Thursday: Old GiantSlayer footage emerges

Rescued from the depths of my hard drive: I found a video that I only shared with 2 or 3 people back in the day.

In Feb 2014, I decided to go full-time into VR development and began work on the GiantSlayer project. This is the result of a couple weeks of kitbashing and hacking a prototype together. Quite a bit has changed since then, but its always fun to look back and see where it started.




When I started building the prototype, I really wanted to experiment with the player's sense of scale in Virtual Reality. I'm a huge fan of Attack on Titan, FLCL, and Evangelion, so I figured why not try it by fighting Giant Monsters.

This prototype was a great experiment to see how interesting the concept was and it ended up as the launch pad to convince me to develop the game further.

What do you think?

Saturday, May 10, 2014

well looky here

A happy Screen Shot Saturday to ya!

Here's an early look at an environment in the next GiantSlayer build


Saturday, May 3, 2014

We're goin on a Worm hunt!

Holy crap April came and went and I didn't post any updates! Lets remedy that right now:



So what's new? Well, after releasing the Flight Course demo, I revisited AI, Combat, and the setting (more on the setting in a later post). I'm starting to experiment with a more AR-style HUD for the ship.

Its been fun jumping back into Maya and animating:



Working with AIs that are giant critters has been a fun process! I think these Worm creatures have some potential, what do you think?

Worm creature modeled by 3dFoin
Ocean shader from ScrawkBlog

Wednesday, April 2, 2014

Project: GiantSlayer - Flight Course Demo

Hola!

I put together a demo for Project: GiantSlayer FlightCourse.


I'd seriously appreciate any and all feedback. Be brutal as you want!

Disclaimer: All of the art is placeholder! I've spent most of my time working on gameplay and perf-related tasks. 

About the Demo:
After talking to a bunch of people at GDC, I thought it'd be best to put together a proof-of-concept / teaser demo to show what I'm doing.

This demo serves to introduce players to flying an Anti-Grav ship around an urban environment containing Giant Monsters.

This is a looping demo, once you reach the end, it'll reload the level.

On subsequent playthroughs, feel free to go off-course and fly around and explore. Fair warning, there are probably a fair number of bugs outside the main course. (collision and whatnot)

About the Project:
Project: GiantSlayer puts players in the role of an Anti-Grav pilot who must defend The City against Giant Monsters. 


Monday, March 31, 2014

Project: GiantSlayer

Hey folks!

Here's a video of last week's progress on Project: GiantSlayer:



Most of this was done immediately after getting back from GDC as I've been stricken with GDC Plague.

The biggest changes were in direct response to seeing VR demos at GDC:

One of the biggest, but easiest to implement was adding an avatar, a virtual body for the player.  The Eve Valkyrie demo sold me on the importance of this.  For me, the biggest surprise is how alien looking down at someone else's body is. It still feels better than looking down into empty space though! From this experiment I've determined  I'd look pretty good in a flight suit. :)

The next big change was the addition of "real" buildings. They're still placeholder art, but are a huge leap from the Monopoly-type buildings I was using as placeholders before.

Lots of other stuff under the hood. The "track" is now laid out via splines. Various code bits are more stable, some probably less.

That's it for now! Follow me on Twitter or check the sidebar for more frequent updates.

YARRGH!

Friday, March 14, 2014

Project: $%^`*#@$!

Howdy folks!

I've been spending some time off and on working on a VR Project that I'm really excited about. I'm not ready to show everything yet, but I wanted to show off the Anti-Gravity Ship: the Sprocket Rocket.



Anti-Gravity tech has had me hooked since the speeders in Star Wars and the hoverboard in Back to the Future II. One of my favorite past-times is SCUBA diving, a potentially Zero-G type of experience.

All those hours underwater paid off when crafting the feel of the Sprocket Rocket! Virtual Reality is a really cool venue for this type of experience because it can be so immersive that you begin to really feel like you're moving forward, falling, or pulling a Wotan Weave.

Wanna play?

Sunday, March 2, 2014

Squirt and Dungee are coming to Desktops!

Howdy folks!

We just finished wrapping up Squirt's Adventure for Mac and PCs. Its coming to Steam on March 5th!

So here's something you might not know about Squirt's Adventure: In order to squeeze past memory concerns on older mobile devices, we used mostly polygonal models instead of traditional Sprites.

Here's a video that shows what I'm talking about:


Thursday, January 30, 2014

The Elf Training Camp



We put together The Elf Training Camp for Glitch City's Holiday Game Jam 2013. It was a month-long game jam, with all proceeds going to Child's Play.

Here is the original version submitted to the game jam: Win Mac

Here is the Director's Cut: Oculus Rift enabled version: Win Mac


Check out this video of the Rift Version:


Tuesday, January 28, 2014

It's Aliiiivveee!!!

Howdy folks! Welcome to my new site. I'm Matthew Scott, an independent game developer. I've worked in the Entertainment Industry for 11 years, spending most of my time working on games at Valve. If you want to see what I've worked on, check out the Past Work section.

I'm currently working on some exciting new projects that I'll be revealing in the upcoming months. In the meantime, I'll be posting all sort of stuff from previous projects. Stay Tuned!