2011-10-04

Assembly and Evoke 2011


Writing a bit late about this, but in August I attended the Assembly 2011 event, as well as had the chance to visit Evoke 2011 in Cologne soon after that. I was actually going to GDC Europe and Gamescom events, but the Evoke luckily happened to be held just on the previous weekend in the same city.

As usual, I spent a little bit of time to make some entries to the event competitions. Read on for videos and a bit of info.


Together with stRana we created Grandma by Rustbloom, for the Assembly 2011 event’s demo competition. It is an experiment of using Autodesk Photo Scene Editor to author content for real-time use, with only a minimal amount of tech to get the thing up and running. I made a simple custom editor which made it possible to move and orient the objects, and create & synchronize camera tracks to put together the demo. For music we used an antique phonograph recording from 1910’s, now in public domain, featuring Adele Rowland singing about Granny.
Grandma even ended up taking the 5th place in the demo competition, which was a very nice surprise. I guess it had unique enough style to stand out from the other entries.
Click here to download the executable version for Windows, or watch the video below.


I also helped out XMunkki to create a little humorous entry for the Assembly event’s 4 KB intro competition, Nelejän Kilon Nakki by XZM & tAAt. Technology-wise it interestingly the 2D effects in the production are actually running inside a complex pixel shader written by XMunkki. I mostly tweaked some of the visuals/movements and created the audio track using 4klang.
Click here to download the executable version for Windows, or watch the video below.


For the Evoke 2011 event I also took part in the 4 KB intro compo, with Excess Geometry – Ylijäämägeometria by tAAt 2011. This production was an experiment which started with the thought “what if I precalculate a big static bunch of vertex positions, and make a production which only shows a sliding window of those vertices”. That is, the effect code basically boils down to: glDrawArrays(GL_POINTS, array_pos_in_time, 50000);. Since the demo features a planar ground as a context to show other objects, it actually has to be “refreshed” all the time by re-inserting more vertices to the plane. So, the silly design choices largely dictate what kind of things are featured.
Click here to download the executable version for Windows, or watch the video below.

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