David Gunner Jnr

Gunner Jnr

About Me:

Hello everyone, and welcome to our blog!

So a little about myself...

Well as you probably already guessed my name is David Gunner, the Jnr side of things comes from my dad naming me after him, so yes he is called David Gunner too. 'LOL' When I used to live with my parents it used to get very confusing with the post as all the letters came addressed D.Gunner, and if it was not bad enough my dad having the same name, my mum is called Donna-Marie Gunner, so you can see where I am going with this! 3 loads of letters all addressed D.Gunner. But we didn't mind when it was bills dropping on the doormat. Any way enough waffling on, and some more about me!

Well I was born on 29th March 1984, and I was born in Plymouth in Devon. I was born in a hospital known as freedom fields hospital. Unfortunately it no longer exists and has been knocked down.

So, I am currently living with my fiancée in a town called Bridgwater in Somerset, she works in Brean leisure park as a swimming teacher, and I have recently given up work to be a full time dad to our beautiful 6 month old daughter, Celia-Rose Gunner.

I am currently studying a course with a company called Train2Game, I was studying the Games Designer course but I have after careful consideration, decided to move onto the Games Developer course. I feel I will better suit the role as the game programmer.

If interested in learning all courses can be found HERE!

So for any one who is interested this is the course I am studying now:

Games Developer Course Plan

Introduction

Intro 1 – An Introduction to Game Creation
Your First Game – A Tutorial
Space Blaster – A Tutorial
A Scrolling Shooter Tutorial

Intro 2 – More Advanced Gaming
A Maze Game Tutorial
A Platform Game Tutorial

Intro 3 – Preparing For Your Own Game Designs
A Brief History of Time
What is C++
What is Object Orientated Programming?
Introduction to Visual Studio Express Edition
Your First Program


Section 1 Part A

Lesson 1 – C++ Language Introduction
Exploring the Language Syntax
Variables
Initialisation
Numeric & String Types
Arrays

Lesson 2 – Structures & Unions
Typedef & Enum
Notation & Casting
Variable lifecycle & scope

Lesson 3 – Program Flow
Loops
Decision-Making
Operator Precedence


Section 1 Part B

Lesson 4 – Functions
Passing Arguments by Value
The Reference Operator
Passing Arguments by Reference
Default Parameters

Lesson 5 – Overloading Rules
Operator Overloading
Prototypes
Headers
Recursion

Lesson 6 – Introduction to Classes
Designing a Class
Methods, Members & Membership
Friends


Section 1 Part C

Lesson 7 – Static and Const
Static Member Functions & Variables
Destructors
Overloading default constructors
Operator overloading in classes
Inheritance

Lesson 8 – Memory
New and Delete
Pointers
Dereferencing
References

Lesson 9 – Style
Common Conventions
KISS Principle
Comments
Compiler Directives
Verbosity


Section 2 Part A

Lesson 10 – Games Programming
Introduction to 2D maths
Coordinate Systems
2D Limitations

Lesson 11 – Libraries
Standard Libraries Overview (CRT)
String Library Functions
File IO Library Functions
Making Our Own Library

Lesson 12 – Building a 2D Platform Game
Goals of the Game
Game Flow Diagram

Lesson 13 – Windows Programming
Creating Windows
Responding to Window Messages
Terminating the Window
Performance Counters
Creating Timers


Section 2 Part B

Lesson 14 – DirectX
Hardware Abstraction Layer (H.A.L.)
Render Surface
Full Screen

Lesson 15 – Graphics
Graphics Compression
Sprites
Sprite Animation

Lesson 16 – A Scrolling Scene
Tile Maps
Parallax Scrolling
Transparency
Double Buffering
Hardware Assistance

Lesson 17 – Managing Objects
Scene Graphs
Clipping
Collision Detection


Section 2 Part C

Lesson 18 – Linked Lists
Hash Tables
Sorting
Sorting Methods

Lesson 19 – State Machines
Identifying States for our Game
Building a State Machine
Applying the State Machine to our Game
Creating a UI
Responding to UI Events

Lesson 20 – Adding the Player
Responding to Player Input
Playing Sound
Positional Audio Part 1

Lesson 21 – Simple AI
AI Types
Adding Enemies
Conclusion


Section 3 Part A

Lesson 22 – 3D Games Programming
Introduction to 3D Maths
Vectors
Matrices
Quaternions

Lesson 23 – Building a 3D Platform Game
Goals of the Game
Game Flow Diagram
Creating a Base Object Class

Lesson 24 – Storing the Scene
Vertex Buffers
Index Buffers
Primitives
Skeleton

Lesson 25 – Putting It All Together
Transformations
Cameras
Lighting
Normals
Materials


Section 3 Part B

Lesson 26 – Collision Detection
Path Finding
Adding the Player
Adding Player Abilities

Lesson 27 – Picking & Ray-Casting
3D Scene Graphs
Skeletal Animation Layer Abilities

Lesson 28 – DirectX Part 2 & OpenGL
Vertex Shaders
Pixel Shaders

Lesson 29 – Mixing 2D & 3D
Particle Systems
Post process & Other Visual F/X
Skinning
Shadows


Section 3 Part C

Lesson 30 – Dynamic Environments
Background Interaction
Triggers and Regions
Non-Player Characters (NPC)

Lesson 31 – AI Revisited
Adding Behaviours to NPCs
Even More Route-Finding
Spawning Enemies
Positional Audio Part 2
Adding Audio Triggers

Lesson 32 – Keeping Track of Players
Selecting and Switching Profiles
Localisation
Saving Player Profiles
Loading player profiles

Lesson 33 – Debugging, Optimisation and Consoles
Debugging Problem Code
Optimising Code
Programming for Consoles

Lesson 34 – Enhancing the Game
Power-Ups
Scene Switching
Depth Buffers
Other Programming Languages
Next Steps

and this is the course I was studying:

Games Designer Course Plan

Introduction Section

Intro 1 – An Introduction to Game Creation
Your First Game – A Tutorial
Space Blaster – A Tutorial
A Scrolling Shooter Tutorial

Intro 2 – More Advanced Gaming
A Maze Game Tutorial
A Platform Game Tutorial

Intro 3 – Preparing For Your Own Game Designs

Section 1 Part A

Introduction
The Game Designer
What is a Computer Game?

Lesson 1 – Computer Game Genres
Introduction to Game Genres
Action Games
FPS
Fighting Games
Platformers
Strategy Based Games
Role Playing Games

Lesson 2 – The Development Process
High Level Concept
Pitch Doc/Proposal
Full Design
Prototype
Proof of Concept
The Vertical Slice
Full Production
Pre-Alpha
Alpha
Beta
Q/A Submission
Hardware Submission
Master Candidate
Gold Master

Lesson 3 – Competitive Game Analysis
Introduction to Game Analysis
Examples & Exercises


Section 1 Part B

Lesson 4 – Computer Hardware Formats
Introduction to the Hardware
Understanding Hardware Restrictions
Hardware Submission Restrictions

Lesson 5 – Documenting Your Game 1/3
Benefits of Documentation
Pitch Document

Lesson 6 – Documenting Your Game 2/3
Story Bible
Script

Lesson 7 – Documenting Your Game 3/3
The Design Document
Technical Design Document
Test Plan


Section 1 Part C

Lesson 8 – Principles of Game Design 1/4
The Structure of Games
What Players Want
Brainstorming a Game Idea
The Importance of Sound and Music
Fundamentals

Lesson 9 – Principles of Game Design 2/4
Design Considerations for Massively Multiplayer
Paper Design

Lesson 10 – Principles of Game Design 3/4
Genre Specific Game Design Issues

Lesson 11 – Principles of Game Design 4/4
Dialog and Story
Level Design

Lesson 12 – Polishing

Lesson 13 – PR and Marketing Opportunities

Lesson 14 – Tools of the Trade 1/5
Office Suites
3d Modelling Packages
Art Tools


Section 2 Part A

Lesson 15 – Tools of the Trade 2/5
Middleware
Level Editing
Physics
Engines

Lesson 16 – Tools of the Trade 3/5
Production Tools
Sound Editing Tools

Lesson 17 – Tools of the Trade 4/5
3D Construction for the Web
Scripting Languages
Game Dynamics Libraries
Motion Tracking

Lesson 18 – Tools of the Trade 5/5
Programming Languages for Console/PC
MMOG Box Solutions
Wireless Development


Section 2 Part B

Lesson 19 – Game Gallery/Iconic Games

Lesson 20 – Franchises, Brands and Licenses

Lesson 21 – The Team

Lesson 22 – Game Design Basics 1/2
The Role of the Game Designer
The Structure of Games

Lesson 23 – Game Design Basics 2/2
Understanding of Game Mechanics

Lesson 24 – Working as a Game Designer 1/3
Design Specialisations

Lesson 25 – Working as a Game Designer 2/3
Evolution of the Industry

Lesson 26 – Working as a Game Designer 3/3
Promoting Yourself and Your Ideas


Section 2 Part C

Lesson 27 – Designing a Game: Things to Bear in Mind 1/8
Levels in Different Games
Level Separation
Level Order
The Components of a Level

Lesson 28 – Designing a Game: Things to Bear in Mind 2/8
The Game Camera
Action
Exploration
Puzzle Solving

Lesson 29 – Designing A Game: Things to Bear in Mind 3/8
Interface and Control

Lesson 30 – Designing a Game: Things to Bear in Mind 4/8
Storytelling
Character Development
Aesthetics
Balancing It All
Difficulty Spike

Lesson 31 – Designing a Game: Things to Bear in Mind 5/8
Game Flow
Game Progression
Simple vs. Complicated


Section 3 Part A

Lesson 32 – Designing a Game: Things to Bear in Mind 6/8
Player Cannot Get Stuck
Sub Goals
Landmarks
Critical Path
Limited Backtracking
Success the First Time
Navigable Areas Clearly Marked
Player Choices

Lesson 33 – Designing a Game: Things to Bear in Mind 7/8
Fun and Accessibility

Lesson 34 – Designing a Game: Things to Bear in Mind 8/8
The Process
Process Variations


Section 3 Part B

Lesson 35 – Designing a Game: The Method 1/5
Starting With an Idea

Lesson 36 – Designing a Game: The Method 2/5
Prototyping

Lesson 37 – Designing a Game: The Method 3/5
Fleshing It Out

Lesson 38 – Designing a Game: The Method 4/5
Playtesting

Lesson 39 – Designing a Game: The Method 5/5
Incorporating Feedback


Section 3 Part C

Lesson 40 – Post Release
Patches
Updates
Downloadable Content
Longevity

Lesson 41 – Community and Player-Base

Lesson 42 – Basic Programming Concepts

Conclusion

Appendixes

Glossary

Index

So I think that covers enough about me for now, look forward to hearing from you all in the team chat.