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David Board

Anchorage, AK

David is a partner at Stage 2 Studios which specializes in creating innovative media that inspires audiences and ignites growth. David is an experienced interactive designer and is passionate about finding unique ways to combine truly entertaining media with content that educates and inspires.

  1. 3 days ago
    Daveaug2011.thumb

    David Board
    commented on a project update

    Hi Kevin. Now we're getting technical! haha...Yes, actually I'm using normal maps for the bump mapping. These terms are interchanged a bit as normal mapping is really a variation on bump mapping. I like the sound of "bump mapping"--seems more descriptive. I haven't done any parallax mapping yet, but I may.
  2. 5 days ago
    Daveaug2011.thumb

    David Board
    commented on a project update

    Thanks, Evan. Rich has already done some prelim work on music themes, and if you liked the New Vista Lane track I think you won't be disappointed...
  3. 6 days ago
    Daveaug2011.thumb

    David Board
    commented on a project update

    Yes, that's a good idea. I was actually thinking about that topic. I have been so impressed with Unity...and of course Blender rocks. I'll plan to discuss software/tools in a future update.
  4. 7 days ago
    Daveaug2011.thumb

    David Board
    commented on a project update

    Great! Thanks, guys!
  5. on May 19
    Daveaug2011.thumb

    David Board
    Posted project update #19

    Composer Selected for Lifeless Planet Soundtrack

    I'm happy to announce that independent composer and audio technician Rich Douglas will compose an original score for Lifeless Planet. Rich is an extremely talented musician and I couldn't be more excited to have him on board. I believe music needs to be a very powerful and integrated part of the Lifeless Planet experience, and Rich has already shown he's the guy to make it happen.

    I hope we can release a teaser track soon, but in the meantime you can check out Rich's work at http://www.richdouglas.net/

    Exciting E3 Updates Coming

    E3 is coming up in just a little over two weeks and I'm working like crazy on a media release. My publisher will be on-hand at the event and will be presenting a new trailer, screenshots and more to the press. If you are with a media outlet who will be at E3, please contact Lace Mamba for details: http://www.lace-mamba.com/press/

    This week was a very productive one. I was able to build one of the most critical and detailed levels start-to-finish in just three days! The level looks super and the speed with which I was able to put it together gives me new hope that the game will release sooner than later... Also, it has been very fun to work on levels that include more than just rocks! I can't wait to share all the new level goodness.

    The Craft of Game Design: Bump Mapping

    From time-to-time I'd like to share some of the things I've learned in game and level design over the years. So with this first segment I want to touch on the subject of "bump mapping."

    Even with powerful computers today, it's critical to use as many tricks as possible to create the illusion of detail without using too many resources. Complex 3D scenes can take hours to render, but games have to render every scene 30-60 times a second. One tool texture artists use is something called "bump mapping." In essence, we create a second texture image to lay over a 3d object. Instead of imparting color information, it tells the lights in the scene which parts of the surface should appear raised (bumped) above other areas. This allows lights to create small highlights and shadows on the surface of the object, giving the illusion of additional detail. Below is an example from the game showing how a totally flat surface (the wall of the structure) looks when bump mapping is applied.

    I've known about bump mapping for years and have used it to good effect in the past. However, in working on Lifeless Planet, I've greatly improved my skill at creating natural bump map images with sometimes (apparently) deep relief.

    Let me know if you want to hear more little tidbits like this. If not, this section can drift away into the darkness of space...

    Stay tuned for those E3 updates. Of course, I'll be sure my backers will get some extra goodies...

    Happy Space Travels!

    Dave

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      1. Daveaug2011.thumb
        David Board 5 days ago

        Thanks, Evan. Rich has already done some prelim work on music themes, and if you liked the New Vista Lane track I think you won't be disappointed...

      2. Fb_profile_picture.thumb
        Kevin Waters 5 days ago

        The discussion of Bump Mapping got me wondering, do you plan to employ/support Normal Mapping or Parallax Mapping in Lifeless Planet?

      3. Daveaug2011.thumb
        David Board 3 days ago

        Hi Kevin. Now we're getting technical! haha...Yes, actually I'm using normal maps for the bump mapping. These terms are interchanged a bit as normal mapping is really a variation on bump mapping. I like the sound of "bump mapping"--seems more descriptive. I haven't done any parallax mapping yet, but I may.


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  6. on May 9
    Daveaug2011.thumb

    David Board
    commented on a project update

    Thanks, Robert! I just had so many submissions to do music that I didn't put out a formal request for composers... but thank you for your support!
  7. on May 3
    Daveaug2011.thumb

    David Board
    commented on a project update

    Thanks, John! Truly appreciate the support!
  8. on April 30
    Daveaug2011.thumb

    David Board
    commented on a project update

    Ok, thanks for the feedback, guys. I personally really don't like spoilers either, but I wanted to get your thoughts. I will continue to share images and video as I go along, but I will be careful not to reveal too much. Same goes for the test levels. @Kender: Thanks very much for the offer to help. Anytime you guys give me feedback positive or otherwise it helps. I might also recruit a "hardcore" beta-tester team...people who don't mind a few extra spoilers to help out with some of the later levels. If I do, I'll give everybody a shot at it.
  9. on April 30
    Daveaug2011.thumb

    David Board
    Posted project update #18

    Mini-Update: Another Backer-Exclusive Screenshot

    Backer_white For backers only
    Backer-only-post
    Backer-only-post-text If you’re a backer of this project, please log in to read this post.
      1. Daveaug2011.thumb
        David Board on May 3

        Thanks, John! Truly appreciate the support!

      2. Fb_profile_picture.thumb
        Robert Carrillo on May 8

        I'd rather not have any spoilers. Also, I wish I'd known you were looking for someone to do music! I'm sure it will end up suitably...spacey :) Anyway, that image definitely gets me excited for the final product!

      3. Daveaug2011.thumb
        David Board on May 9

        Thanks, Robert! I just had so many submissions to do music that I didn't put out a formal request for composers... but thank you for your support!


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  10. on April 5
    Daveaug2011.thumb

    David Board
    commented on a project update

    Hi Jason. To date, all of the actual work on the game has been by me alone. However, I am a partner at Stage 2 Studios, a small media production company, but my business partner is not involved with the project. We have a staff of 4 and a number of subcontractors. In addition, my publisher is now involved in setting milestones, etc. So there are a number of people who have a stake in the project and contribute indirectly (concept design, testing, and business/finance), but I am still the sole/primary person creating the game. I do still expect to bring in a couple people, and soon. I actually had planned to bring in a coder sooner, but I've surprised myself with what I've been able to accomplish so far on my own.