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They better take the tournament, they knocked out Portugal those bastards

My name is Michael Kofman and
I am a Developer.

Graduated Full Sail University with a Bachelors of Science in Game Development with a life long background in IT and Web Design.



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15
February
2009

My Full Sail Experience

What drove me to take the plunge?

After high school I was very frustrated by the core classes that defined the first two years of a regular University. I was becoming even more frustrated by the partying, and lack of vision most of my friends and peers were only concerned about. I don’t remember what conversation made me remember Full Sail but it was a school I had known about since middle school and I truly felt my passion was in game development. I decided that I want two things out of my career. First interesting and challenging work that would keep me ever interested. Second I wanted to work at a fun place that allowed for creativity. So long story made a little shorter, Full Sail University is one of two schools at the time that might hope to provide for the sort of education that really teaches you the internal workings of making a game. I took the plunge. I packed up everything I owned into my car at the time 1998 Nissan Maxima, and drove it from Philadelphia to Winter Park FL. Thankfully my apartment was ready; I choose to stay at Winter Park Pointe apartments because they were the closest and cheapest in the area. I also decided to not have a roommate after a few disappointing attempts. So for the next few months I slept on nothing but a mattress.

The first three months are crucial at Full Sail; they help separate those who can and cannot handle the program. Odd schedules that have classes end at 1am and start again at 9am the next day. It was interesting trying to adapt to it, and many of us became nocturnal. The next month the schedule changed again. Oh yes, a semester is only a month long and classes are 40 hours a week. The pacing was perfect for me and I really dug all the knowledge. I was excited to be there, and I was just amazed at the different types of people I was surrounded by and all of whom held a strong interest in video games. I bought a PS3, and started playing games a lot more than ever before in my life. At some point along the way I think I lost sight of my goal and what was at stake. After the first three months I felt like I had C++ down solid.

The rest of the year we spent learning MFC, Win32, C#, DirectX, and Design Patterns. Along the way we also had a few general education classes needed for accreditation, but they too were all geared towards Game Development. This included an English course that had us write a full game design document. Math in Linear Algebra, Calculus, and Physics all laid out the foundation for what was to come.

The first game making experience was defined by two classes; Software Game Development and Software Game Production. I feel like both experiences deserve a post mortem but the lessons learned cannot be learned from reading this.

After the half way point it felt like we did something really great. We made a game! A great one at that. I, Casey Flach, and Charlie Prouse put together a 3D top down shooter in a roughly five weeks. Who knew that making a game doesn’t take months but weeks? Well we were hungry for more knowledge and the next few months more than helped satisfy that appetite. We took classes in Artificial Intelligence, Networking, Machine Architecture, OpenGL, Optimization, and Engine Development.

And we finally made it … final project… to be continued….

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15
February
2009

Working with Unity3D

Unity 3D has been a really great experience at my new job at Zeitgeist Games. Although I’m under NDA and can’t talk about what I’ve really been working on, I decided it would be a good idea to share with you a learning demo I put together that demonstrates the capabilities of Unity3D in a browser.

Take a look and I hope you like this Unity3D Particle Demo.

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12
August
2008

Exoporting from Maya

Game developers, big and small, are often tasked with content generation. We write tools that range from scripters, effects editors, to the infamous level editors. While level editors serve an important role in the game development cycle, sometimes time and limited man power don’t allow for the creation of a fully featured environment.

In this tutorial we’ll go straight to the source with the creation of our Maya exporter. We will not be covering Mel, or building our own GUI. Instead we’ll be adopting from the MPxFileTranslator, a maya file exporter. We’ll be saving out our code into an XML file format that can then be used as input for character models, or even levels.

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06
August
2008

Final Project Begins, It’s Go Time!

I’m excited, no thrilled, I’m so anxious I can’t find the words to describe how I feel right now. Its the first day of school again. Oh the antcipation. You know when you go to sleep right away, in hopes of making tomorrow come faster, only to wake up hours before thinking and dreaming about nothing else.

We finally made it to Final Project! The next five months will be the most important months for me at FullSail. They will define all that I’ve learned, they will define all that I’m capable of. These last months will be the last stepping stones towards breaking into my dream job. There’s nothing more to say but this.

No matter what happens, no matter what goes wrong, no matter what challanges lie ahead. Our final project will be amazing, I know it. And with the months to come, I think I’ll convince you!

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03
August
2008

Inverse Kinematics and Jacobians

Robotic Arm

I recently wrote a paper on my research into procedural animation. We are only a few days from final project and my big game proposal is largely animation based. I thought it would be a good idea to put together a simple demonstration of Inverse Kinematics before Wednsday.

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