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News & Updates:


20 Sep 2016

A fresh start in Helsinki, and a new blog as I do this indie thing proper!

13 Apr 2014

Happy 0th birthday, Leonard James Glazman!

4 Feb 2013

It's been pretty quiet around here lately, but there's plenty going on behind the scenes. I've been collecting various input devices, experimenting with human-computer interaction, and re-reading Neuromancer in preparation for the Oculus VR devkit that ships next month!

20 Aug 2012

Virtual reality is finally here. This will change everything. Oculus VR

30 Jan 2012

The Mummy Online has been released into the wild! Our community is growing every day, so go join in. It's free!

2 June 2011

Prepare to be Mummified! A new teaser trailer just hit the web announcing our next project, The Mummy Online! Explore the desert, raid ancient tombs, retrieve priceless artifacts, and fight giant monsters... what more could you ask for?

17 May 2011

Check out the sweet new Ruined trailer, but be careful, it might melt your face.

4 Jan 2011

A new year, another new challenge! With Ruined rapidly approaching closed beta and my work nearly done, we've kickstarted another new top-secret project. This one's gonna be huge, so stick around.

10 Oct 2010

More Ruined video and screenshots have been unleashed on the unsuspecting public. Prepare to be smashed through a window by a 7 foot tall mutant wearing a stop sign and wielding a traffic light. Seriously, I am not kidding.

7 Oct 2010

Bigpoint has announced our secret project to the world, Ruined Online! Ruined is a free-to-play browser-based post-apocalyptic comic-book-style third-person shooter. Need more adjectives? I didn't think so! The game will be playable all week long at GDC Online in Austin, Texas.

1 Apr 2010

Farewell, Canada... you weren't nearly as cold as I expected, but you treated me well nonetheless.

31 Jan 2010:

I just submitted my entry for GDC 2010's Gamma IV one-button game design competition, and while it definitely needs some more time in the incubator for balancing and polish, it's a lot of fun to play! This competition had some tight restrictions (one-button only for everything, 5 minute playtime limit) which means I'm sure that some people created some genuinely weird things... can't wait to see the other entries. You can play my entry, Five Seconds To Destruction, on the games page.

21 Jan 2010:

iPhone development continues! One title is ready to ship and 2 more are in progress (and many more still in design...), but for the moment I've turned my attention to ActionScript 3 which is surprisingly nice to work with. As usual you can find my latest work on the software page.

10 Oct 2009:

QBlock development continues, this time on the iPhone! The QBlock engine already runs on OSX, Linux, Windows and Nintendo DS, and the nature of the App Store makes the iPhone a natural fit for its rapid-prototyping abilities. This will also allow me to release my soon-to-be-ultra-popular iPhone games across all platforms!

13 Aug 2009:

My portfolio (this website) has undergone major changes, so take a look around!

9 Aug 2009:

It's been a busy year with one title already on shelves and another coming soon, but working in Canada is amazing and my creative output remains higher than its ever been!

14 Jan 2009:

So I didn't win the IGF competition, but I did survive my trek to the great white north, and I started my new job at Koolhaus Games this week!

15 Nov 2008:

The IGF student contest entry deadline has come and gone... and I barely made it on time. Not all features were implemented, but the game is about 95% finished... not bad for a one-man effort.

15 Oct 2008:

The DS homebrew port of QBlock is coming along much better than I anticipated. I was able to get all of the dependency libraries built using the devkitPRO toolchain, and my engine already has much of its basic functionality running on DS! More updates coming soon.

7 Oct 2008:

I have released a new version of the QModelViewer tool which uses the Collada RT renderer, allowing you to view DAE models. This extends QBlock model support immensely, as all major 3D content creation programs can export to Collada DAE.

5 Oct 2008:

This year's Google Summer of Code has brought us a full port of SDL to the Nintendo DS, and so I ordered a DS homebrew kit to check it out. It came today, and I've already got GL/SDL code running on it! I foresee a QBlock DS build in the near future...

1 Oct 2008:

I got fed up dealing with config and data files, so I wrote a Lua interpreter into QBlock 0.3.6 for all of its scripty goodness. Lua should also handle some technical issues like menu handling and collision callbacks more gracefully, so more updates are on the way.

22 Sept 2008:

QBlock 0.3.5 is out, mostly with updated comments for the API documentation.

17 Sept 2008:

Another update?! There have been so many updates lately that I decided to redesign the site a bit. Do you like my new logo?

16 Sept 2008:

QModelViewer, the next in the suite of QBlock game design tools, has been released! The complete QBlock API documentation is also available now via Doxygen.

15 Sept 2008:

Refuge Zero is in full effect with yet another update, QBlock 0.3.4! This is a simple bug-fix release, see the release notes for more info.

14 Sept 2008:

QBlock 0.3.3 is now available! The MD2 model viewer demo will be along shortly, as soon as I figure out a good way to implement a cross-platform file-opening dialog... wxWidgets perhaps?

17 Aug 2008:

Summer school is officially over and I'll be out of town next week, but I'll be back in time for Fall semester to begin... this is my final term, but I should still have time for QBlock updates. Are you getting enough oxygen?

26 July 2008:

Enhanced 3D support in QBlock is coming along nicely, and now supports MD2 models! They are treated just like a regular 2D sprite, but they look much better ;) so dust off those Quake2 mods and get hacking!

10 July 2008:

Summer school has officially derailed my development efforts. But fear not, several new games are in the works! Also keep an eye open for me at GDC 2009, because my IGF entry is going to blow everyone away!

25 May 2008:

The QBlock particle system creation tool, QParticles, is now available. Besides being incredibly useful for whipping up special effects, it's also really fun to play with.

24 May 2008:

The QBlock game engine has officially been released! A space shooter game is also on the way, but don't be fooled, it's not your typical shooter... stay tuned for more updates.

24 Apr 2008:

The Wiiji project has been released, and will likely provide Wiimote control support for the QBlock engine. Check it out!

18 Feb 2008:

A Windows version of the Pac-Man demo is now available.

13 Feb 2008:

The QBlock Pac-Man demo has been released for Mac OSX! A Windows build will follow shortly.

7 Feb 2008:

Development on the QBlock engine is reaching critical mass! All core features are implemented now, all that's missing is pretty 3D visual enhancement. I mocked up Pac-Man last night just for fun, took about 5 hours.

19 Dec 2007:

With an entire demo nearly completed (with map editor even!) it's time to throw it all away and begin the QBlock rewrite. Score one for the downtrodden hacker.

19 Apr 2007:

Development begins on a new project, codenamed QBlock.

28 June 2006:

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