2014年9月2日 星期二

[日本工作] 簽證、需要文件全功略 [自己流] Updated at 2014/10/15

大學畢業後十月要去東京工作,本人是透過某間類似獵人頭公司認識要去的日本公司

因為需要的文件零零總總 做個紀錄,之後有需要的人可以做參考

2014年5月19日 星期一

Asynchronous cheerio request problem in Node.js - Javascript非同步function call問題(AJAX)

(Still a Javascript beginner, just write down the issues encountered)

系上CCSP課程寫到有關使用node.js去scrape appledaily的即時新聞的作業,
其中遇到 cheerio 程式庫裡面的request function,出現了下列的問題:

能把資料抓下來並用console.log顯示(同時push到Array裡面),但在寫檔的時候卻是寫入空的Array。

2013年10月9日 星期三

[作品集Portfolio] 大學平面設計、電腦繪圖作品


本篇作品集集結了本人大學四年所製作的各式各樣作品,選擇比較好的幾件來做說明:
(2014/04/26 更新,待補齊)
請點擊"閱讀更多"

2013年10月6日 星期日

[大肆專題] 教育性遊戲 - PaGamO, the First Online game for Educational Purpose.

Started from April, 2013. I joined Prof. Yeh's team and started the PaGamO project, which aim to create the first educational online game designed for MOOC (Massive Open Online Course). 


As the only artist in the team, I was in charge of all the graphic design and game story(Game User Interface, Character, Monster and Props design,etc.)

It was a hard time for me to deal with all the requirements, but thanks to all the teammates and those who gave me a hand, without your supports, I wouldn't be able to complete this difficult task.

(Update on June 30th, 2014)
After a one-year participation, I decide to leave this team as I graduated from NTU.
The PaGamO project will goes on, cooperating with professors around the world and combine with their coursera courses.
It will also be online again binding with one of the most famous coursera course of Stanford University this year.(Guess it! lol)
A million thanks to all who helped me during this period and those who enjoyed the game!
I truly appreciated that :)

從今年(2013/04) 開始,我參加了台大電機系葉丙成教授的台大MOOC(Massive Open Online 
Course) PaGamO計畫,希望能從教授數年前於電機系開設機率課時搭配的線上教育性遊戲: BJT Online中擷取經驗,搭配這次葉教授在Coursera上開授的機率課,創造能與多樣性線上課程搭配的教育性遊戲,增進學生的學習意願。
藉由遊戲給予的正面回饋,刺激學生主動"沈迷"於學習。


作為全團隊唯一的美術,這任務對我來說可是一大挑戰(電機系跑來寫程式,資工系跑去畫圖 很奇怪ㄟ你XD)。    從遊戲繁雜的UI設計、人物設計、怪獸設計都由我包辦,甚至到劇情發想也去參一腳(因為劇情圖會需要了解劇情) 。 幸好在過程中有台科大 陳柏英學姊的專業UI指導與電機系學弟曾子維對劇情發想的支援,總算是在期限內弄出個還可入目的作品...,非常感謝他們兩位與整個團隊的支援!

以下是部分遊戲節圖:

2013年1月4日 星期五

[未來規劃]Game Design area

Game Design相關領域國外大學、科大或研所(待補)

CUM ETC
http://www.etc.cmu.edu/site/

MIT CMS
http://cms.mit.edu/

USC Interactive media division
http://interactive.usc.edu/research/projects/games/

Digipen(Institute of Technology)
https://www.digipen.edu/


--------
在Study Abroad 和 Game Design的一些前輩們個人網站
http://www.cse.ohio-state.edu/~leek/aboutme.html

http://www.wretch.cc/blog/topwuo/10418577

http://allenchou.net/blog/

2012年12月20日 星期四

Ubisoft internship


CompanyUbisoft
Job TitleIntern Technical Artist
Job FamilyArt
CountryIndia
LocationIndia - Pune
Job Description
Ubisoft is a leading developer and publisher of video games worldwide whose brand portfolio covers blockbusters such as Assassin’s Creed, Prince of Persia and Splinter Cell, as well as games for the whole family, from Imagine andPetz to Rayman Raving Rabbids. To continue building on its achievements for the future, Ubisoft is looking for new talent for its growing Indian studio in Pune!
We favor diversity, creativity, drive and team spirit. If you’ve got the skills and the desire to succeed, we want you to be a part of this exciting period of growth.

Name of the job: Intern Technical Artist

Internship Period:  
6 Months (preferable starting with us in January 2013 or February 2013)

Reporting to: Art Director-Lead artist-Programmers-Producer
Job description:
· Ability to understand art direction and work within the overall game style, find technical solutions to render this art direction in-game, following the constraints of different platforms.
· Create FX assets and solve technical problems on 3D models and assets for games and applications
· Establish technical graphic pipeline, with the programmers team.
· Work in a team environment with other artists, programmers and designers.

Responsibilities:
·    Creating content for game titles.
·    Find technical solutions for game art and work with a project team (game designers, engineers, producer), from the concept through delivery.
·    Help develop real time features
·    In charge of the 3D technical guidelines for artists.
·    Respecting the planning and the deadlines.

Personal profile:
· Creativity, initiative and curiosity.
· Highly motivated, with a passion for video games.(good gamer)
· Well organized and autonomous.
· Open minded team player who is able to share his/her ideas with others.
Required skills:
· Good knowledge of 3DS Software’s preferably 3DS Max
· Ability to understand technical constraints and to integrate them when modeling.
· Ability to use efficiently the texture space and to take into consideration the pixel ratio.
· Ability to digitally sculpt/model & texture both high & low polygon characters
· Good knowledge of texture mapping and material.
· Good sense of form, shape, silhouette in regards to objects.
· Good knowledge & understanding of anatomy.
· Good level of English (oral and writing).

Offer:
· Possibility to work on several platforms…on casual games or more hard core ones…some top IPs…
· Paid Travel (to & fro flight tickets in an economic class)
· Accommodation on sharing basis with other Interns.
· Food allowance.
· No salary
· Certificate at the end of Internship period.






CompanyUbisoft
Job TitleIntern Game Designer
Job FamilyGame & Level Design/Creative Direction
CountryIndia
LocationIndia - Pune
Job Description
Ubisoft is a leading developer and publisher of video games worldwide whose brand portfolio covers blockbusters such as Assassin’s Creed, Prince of Persia and Splinter Cell, as well as games for the whole family, from Imagine and Petz to Rayman Raving Rabbids. To continue building on its achievements for the future, Ubisoft is looking for new talent for its growing Indian studio in Pune!
We favor diversity, creativity, drive and team spirit. If you’ve got the skills and the desire to succeed, we want you to be a part of this exciting period of growth.

Name of the job: Intern Game Designer
Internship Period:  6 Months (preferable starting with us in January 2013 or February 2013)
Job description:

  • Make the transition from “game idea” to actual game mechanics and content 
  • Shape the game by defining the game rules and the interactions between the player and the game world 
  • Develop the game systems, controls, interfaces, and the interactive elements based on the vision of the creative director

Reporting to: Senior Game Designer/Producer
Responsibilities:

  • Understand the intentions of the creative director for the player to design systems aligned with his vision 
  • Design the game interaction through a system of rules 
  • Formalize and document the systems in order to communicate them to the rest of the team 
  • Describe the basic game situations (skills vs. obstacles) to establish the levels of difficulty   
  • Create prototypes along with other team members, and develop them until the features are completed 
  • Analyze and give feedback, propose new ideas linked to game vision, tune parameters 
  • Carry out all of the adjustments so as to facilitate game and system control as well as understanding

Personal profile:

  • Creativity, initiative and curiosity 
  • Team player who is able to share his/her ideas with others 
  • Highly motivated, with a passion for video games 
  • Ability to accept critique, ability to listen 
  • Well organized and autonomous 
  • Excellent communicator (spoken and written) and good interpersonal skills 
  • Ability to work within a multidisciplinary team.
Offer:

  • Possibility to work on several platforms…on casual games or more hard core ones…some top IPs… 
  • Paid Travel (to & fro flight tickets in an economic class) 
  • Accommodation on sharing basis with other Interns. 
  • Food allowance. 
  • No salary 
  • Certificate at the end of Internship period.

 Kindly mention link of your portfolio while applying for this position.


2012年11月29日 星期四

OpenGL - programmable Pipeline, GLSL 學習(3) Shading Methods

(11/26)

看了兩個tutorial在實作GLSL shading 的方法
1.glslcookbook
2.opengl-tutorial

結果兩個在vs fs的地方有出入:

opengl官方直接在 vs 裡面算完 shading,再把lightcolor 丟給 fs,

而glslcookbook 則是在vs裡面做一次導向後,實際在fs裡面實作。

這兩個方法的差異,在cookbook p61有寫:

這是Per-vertex & Per-fragment的問題,Per-vertex 缺點是只有在vertex上lighting,
有可能會在faces rendering時,少掉整個faces 上面每個點 specular light 的細節
變成所謂的Gourand shading

所以在最後fs再算才會是Phong Shading!!

-------------------------------------------------------------------------------------------------------------
GLSL Shading Methods

1.Flat Shading

in main:
    //set color of the polygon which uses flat shading to be the color of the first vertex.
    glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);

in Shader.vs :

    //adding the 'flat' qualifier indicates that no interpolation of values is to be done before reaching fragment shader!
    //也就是vs裡面甚麼也不做!
    flat out vec3 LightingIntensity;


in Shader.fs :

    flat in vec3 LightingIntensity;


 tbc....