My DnD character, Pip Chrysanthe, and her danger noodle, Tofu. After traveling the harsh, treacherous lands of Omu, we had finally made it. We had made it to the entrance of the Tombs of the Nine Gods-- also known as the Tomb of Annihilation. This was it. The final chapter before our story-- the story of The Fatally Fortunate came to a close.
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IT IS SUMMER, 2013. I'm nine years old, sipping on aloe juice as I browse through the seemingly endless sea of videos in YouTube. Finishing up another episode of Shadow of Israphel, I recline back in deep thought before seeing a new video on my feed.
A playthrough of Cube World, by InTheLittleWood. Instantly I click, and I am enraptured by the world of colorful blocky cubes, not unlike the familiar world of Minecraft. Thirty or so minutes later, I rush up to my older brother and beg him to get me a copy of Cube World. The same thing happens to hundreds of thousands of other kids around the world, along with numerous adults charmed by this game's early beginnings. But just as instantly as it came, this charming game falls of the world completely. No word from its developer, Wolfram, comes for the next six years. People, having beaten the world half to death (which didn't take too long, as it was still in its alpha stage) either forgot about the game or watched its sudden death with awe. And then it came back. For the past few months in DDA II, we've been learning how to use Compound Objects in 3DS Max, and how to create more intricate and interesting models. Compound objects allow you to combine primitives in various ways to create interesting models.
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AuthorHey, Jay Phung here. This is my blog where I reflect on various assignments from Game Design! Please enjoy your stay (´・ω・`). Archives
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