CodeCube: Life as a Gamer
Jared Goodstadt - Game Developer
The State of Gaming - Why aren't games as fun anymore?
As the game industry grows older, I believe we, as a whole, are starting to run out of original ideas. Big time publishers are more willing to invest in sequels than new games because they know the name will sell. If you are looking to find great games, you have to dig through most of the Indie games. In general, most older games appeal to me because of the fact that they are generally more fun.
It's not even due to the fond memories. Developers didn't focus on shiny graphics or trying to create a story for immersion. They focused on fun gameplay first and foremost. Don't get me wrong, I'm not saying that having a better looking game isn't helpful, as it's what most people tend to notice first, but most games are spoonfed to people today. There's some obvious path to completion or direction. Many old games had very little to no direction, and they were still fantastic.
Due to the fact that the audience for gaming has expanded so much, the market now includes much more casual gamers; people who would not play games from ten or twenty years ago. This is not an attempt to lump people together into groups, as I know many casual gamers who just don't have the time to play anymore, but it is a generalization for the genre. Games are easier and, in general, less fun than they used to be. I honestly believe that MMORPGs have killed gaming for far too many people, but that's another point entirely.
Here's to the Indie developers who keep coming up with new, creative games and the publishers who give some ridiculous games a chance.
My Projects
Nest Quest - A five-month team project consisting of five developers, three artists, and two internal producers; 3D 3rd-person flying adventure game in OpenGL
Nest Quest Installer
Nothing is Sacred - A two-month team project consisting of three developers; 2D Platformer in DirectX
Nothing is Sacred Installer
Nest Quest Installer
Nothing is Sacred - A two-month team project consisting of three developers; 2D Platformer in DirectX
Nothing is Sacred Installer
My CV

“I excel at problem-solving, easily zeroing in on issues step-by-step and working persistently to see each to fruition.”
Professional Profile

Quick-minded programmer with the ability to pick up and utilize new languages, tools, and software applications. Dedicated team member known for leadership, organizational skills and creative independence with a passion for delivering superior products ahead of schedule.
Project Experience

· Designed the Artificial Intelligence system using multiple styles of steering behaviors as well as minor obstacle avoidance and the use of path nodes.
· Designed the collision system using AABB’s to form a BVH surrounding triangles.
· Designed scripting system using Lua to load in the positions of all AI objects, collectables, and path nodes. Utilized for in-game numerical manipulation to test and debug AI and Camera effects.
Nothing is Sacred – (3-person Project – 2 months) – DirectX
· Designed and implemented tile editor and corresponding engine for quick and easily created levels.
· Designed and implemented collision maps facilitating more optimized checks.
· Tweaked and refined gameplay for maximized player enjoyment and positive feedback.
· Designed and implemented animation engine which properly animates multiple entities.
Education

Bachelor of Science in Software Engineering
(Game Development)
Drexel University, Philadelphia, PA; 2006-2007
Department of Computing Technology
Rochester Institute of Technology, Rochester, NY; 2005-2006
Department of Software Engineering
Skills & Proficiencies
Programming APIs

· Lua
· Assembly
· GLSL
· HLSL
Graphical APIs


· DirectX


· iPhone
Networking

· Winsock
· Microsoft Visual Studio 2008
· V-Tune Performance Analyzer
· Parallel Studios
· Maya
· Tortoise SVN
· Alienbrain Source Control
· Adobe Photoshop
· Adobe Illustrator
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