Ivan Arellano

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  • About
  • Ivan is an an aspiring video game developer living in Philadelphia, PA


    Follow me: Twitter, Github, LinkedIn

    ia@ivanarellano.com

  • Archive
  • The API comes AFTER you’ve finished your game.

    The voice of reason, my pal Eric Hebert.

  • Monday, March 12, 2012 Comments

    • gamedev
    • api
    • get it done
  • Partner in crime Derrick Duckworth serving sushi asset previews!

  • Tuesday, February 7, 2012 Comments

    • gamedev
    • 3d
    • android
    • assets
    • sushi
    • yum
  • Good news! No lag at all and very minor skidding, so minor we prob could leave it at that

    Derrick Duckworth on “Sushi Roll-a” optimization using Droid 1

  • Friday, February 3, 2012 Comments

    • gamedev
    • log
    • tgif
  • Been busy optimizing our game which is planned to support hundreds of box2d bodies within a level on a smartphone. Learning memory management and profiling was not something this nub expected months ago.

    Oh that flying red square? It’s an early stage culling box that will activate/deactivate box2d bodies.

  • Tuesday, January 31, 2012 Comments

    • indie
    • log
    • gamedev
  • Get rich or die.. with the oodles of hospitality I’ve received from strangers.

  • Friday, January 13, 2012 Comments

  • I'm usually a "We're doing it LIVE!" type person, but Github for Mac has organized my silly commits.

  • Sunday, December 11, 2011 Comments

    • git
    • github
  • They see me rollin’…

  • Monday, November 7, 2011 Comments

  • I shade, you shade, we shade!

  • Thursday, November 3, 2011 Comments

    • open source
    • maya
    • shader
    • real time
  • Having fun at the expense of a friend losing his hat.

    Created with Maya and Photoshop. The trick to setting up the view is to create an orthographic camera with its rotation set to x: -35 (or 35 for rear view), y: 45. I then used Maya’s Toon outline to create the black edge. And viola.

  • Friday, October 14, 2011 Comments

    • maya
    • design
    • pixelart
    • isometric
    • orthographic
    • milk
    • tutorial
  • This one’s dedicated to whoever landed on my site via a “kismet fade” search.

    This kismet is encapsulated as a sequence and ready to fade in or out a material instance constant. In this situation if we trigger FadeOut it will lower the opacity and FadeIn will add to it. A recursive loop is used to subtract or add to a float variable which points to the MIC’s opacity. The loop ends when the target opacity is reached.

  • Wednesday, October 12, 2011 Comments

    • udk
    • tutorial
    • kismet
    • gamedev
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