Autodesk, NOP and prototypes.

I have been working for Autodesk since 1st of January, but was unable to share that information because of various reasons, until this week. It is a nice company to work for and offers a nice arrangement for me because they are not in the game making business themselves and have no problems with me making my games.

Most of the mornings these days, I take my four year old foster-son to kindergarten, then head to my office for modeling, programming or whatever I feel needs doing for the 60 – 90 minutes I have, before I go work for Autodesk for 8 hours.

After the normal office hours on Wednesdays, Thursdays and Fridays, from 18:00 to 22:00, I get back to my office for more programming, modeling or whatever needs to be done. Every other weekend, I also work 16 hours, spread over the two days.

So on average, I spend somewhere between 20 – 30 hours on my own game projects every week. Not a stranger to long work hours and I love being busy. Luckily, I have an awesome girlfriend that is just as hyperactive as I am and helps me keep my schedule. A pair of busy bees with big plans.

I have been doing some content work for NOP, doing the basic surface areas of the levels and digging into my prototypes. My previous prototype, that I started about 2 weeks ago, I have just about abandoned. The “clever” control scheme ended up being a pain in the neck and very finicky. So, I moved onto another little prototype that me and my brother etched out of our heads this morning. We got the base thing working in just under a day. No graphics work, just primitives and ugly buttons. Just enough to play the game and see if we enjoy it. And we do.

Found myself playing it again and again, but we will tinker with it some more through the day tomorrow.


As you can see, the graphics are nothing but spheres, cubes and generic buttons.

I will pick this up again tomorrow morning, but now it is time to head home, watch some Star Trek.

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