Friday, November 28, 2008

rant mode on

Up front I'm going to apologize because I simply dont like to rant much at all. However, if there is one thing that I can rant ad infinitum about, it's the degree and sheer amount of ego and arrogance in amateur independent game development.

I have been into game development now for over 12 years. About 2.5 of which in the professional arena. In those two little years I never experienced vitriol, anger, jealousy, and sheer arrogance that I have in the amateur and independent game development arena. Granted, I certainly recognize that there is an abundance of talented, respectable, and very helpful figures out there...they tend to remain in the woodwork for the most part. What happened to the community, though? Am I just completely out of touch with what it is now? Perhaps in the past 7 years the rabid success of the console market has driven an increasingly large amount of people into indy game development. So is it linear with the rise in population in the game development community? The answer is not something we can really investigate, though I have my suspicions.

But why? For the life of me I cant imagine why the arrogance. Maybe it's just the way I was learned or my experience...my early experience of being around very talented figures. Regardless, it's quite simple that there's nothing someone knows that another can't know. So knowledge is not something possesed, rather it's built on from those before you and reflected from those things you've gathered. It's an expression of the way things are, and that's innate. So then arrogance of knowledge is really just complete insecurity. Really though, this field is so incredibly vast that there is room for everyone to contribute and do so in a constructive way. To simply do what they do and put it out there. If anything for nothing more than to have another fun game to play or another fancy demo to drool over.

So please, with sugar on top, if you can not be constructive. If you just add fuel to the flames, then you're simply part of the problem. In this field the proof is in the pudding. IF you have something to prove, put your money where your mouth is. However, nobody should owe it to anyone to prove anything to anyone. Prove it to yourselves. Prove that you're more capable than you ever imagined you were and then you'll become part of the solution towards propelling games into the next generation.



Wednesday, November 26, 2008

Intro

Well this is the first official blog for Quadrion Engine. The best place to start would be to give a little background into the project and perhaps ramble on a little bit on where we are and where we are going.

Quadrion started in some way, shape, or form in 2002 as a collection of math and image manipulation libs as well as a simple OpenGL framework with which I would be able to launch graphics demos quickly. It's always interesting to look back and examine where realtime graphics technology was then and look how the code and the programmers have evolved into what it's currently become. All the way adapting to a very fast paced and competetive arena. This leads me to a solid respect for virtually all independent developers. Truly the majority are very good quality people and quite brilliant as well. 

Either way, what Quadrion Engine has become is a full fledged game engine that tackles numerous problems associated with game development with minimal dependency. This however, does not come without cost. We invest a solid amount of time per week simply ensuring the engine remains competetive or at least on the current generation capabilities curve. 

Quadrion has recently moved out of a phase were the bulk of the code development was backend engine work. We've just emerged into the actual task of game development. One possible path that was debated on was whether we would simply continue on the path of making a bigger and badder rendering engine to launch small demos or turn the project into a full fledged game. We decided to take the latter path. We have laid the groundwork for artistic direction and input. Since Quadrion is based largely on older media creation such as Quake3 BSP and others, we can not truly exploit the engine for what it is without talent from the artistic side which includes modellers, texture artists, and mappers. So this could be an appeal to any of those who are up to the task.

We remain a laid back group that has watched players in the game development community come and go. We have watched technology evolve from software based rendering to the hardware monstrocities of today. We are simply here to do what we do, and if people like the product; that will have made all the work worthwhile. We enjoy contributing to the independent scene, and we enjoy seeing what others have created. As the days of the 3D API come to a wane, we can clearly see that the future of game development and realtime graphics lies with us, the independent developer. The amount of access in the field is unparalleled. Virtually anyone with an enterprising mind, and access to a computer could conceivably contribute to the developments of tomorrow. It's this end vision that keeps us moving. We hope that its this vision that keeps everyone in the community moving as well towards the next generation of interactive media.