Hey there, and welcome back to the portfolio of yours truly, Brandon Greene-Hooks. It's a been a long while, and a lot has changed (in regards to the portfolio, and life in general). In fact, it's been so long, the phrase "radio silence" doesn't seem to cut it - between work changes and personal struggles appearing one after another, I've been terribly remiss in keeping track of my progress, and as such, updating the portfolio. But, fear not; I'll be covering all of the new and altered contents right now. So, without further ado, let's get to it.

As you can see, the website has been revamped to a much more modern theme. But, it's not just aesthetic; there's a functional difference, too. While a vast majority of the website was developed from scratch, the blog portion was powered by Wordpress. Now, even that's done in house. This gives me more control of the changes I make to the website, along with getting rid of that awful load time from all the extra, unused resources.

The 2D Animation page is business as usual, although there's a chance I'll take it down if I can't find a way to get some content on there this year. The 3D Modeling page hasn't had any new additions in a while, either, but I'm planning to fix that. It did, however, get an update in how data is presented; all model thumbnails are separate from their full previews, and each thumbnail can be hovered over for its relevant information. The Game Development page hasn't been updated either, but, keep a close eye on that one. Graphic Design has a system similar to that of the 2D Animation page within its inner sections, and if you take a look inside, you'll see there are a couple new logos in there, and one updated logo. Finally, the Web Creations has had one website added, and one website removed. Each of these main portfolio sections have had changes to their URLs, and I've made it so that the old pages take visitors to the new page. This is the first time I've done this in such a large scale, so do pardon the dust if anything goes awry.

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Hey there, and welcome back to the portfolio of yours truly, Brandon Greene-Hooks. This post will be rather short, but hopefully effective.

Before I posted about Phoenix Comicon, I spoke a bit of future games I’d like to start developing. Since then, I’ve had a change of heart about how I’d like to handle that. Following the release of Geo, I felt a strong desire to move forward, but I wasn’t sure how. It’s development took approximately eighteen months, and while I’m relatively proud of how it came out, it’s the only thing I have to show for it. Now, this doesn’t mean that I no longer want to take on larger projects like Geo; rather, I’d like to switch my emphasis to smaller games for some time, and work on larger projects in the background; and that’s what I want to talk about in this post.

Light Strike Box Art

This is Light Strike. It’s a small, arcade-like game for PC and MAC I developed during the latter half of last month, and the former half of this month – in secret, for the most part – and made it publicly available yesterday at the crack of dawn. The game itself is apart of a series of games I’ll be making for an initiative that’s rather popular in the independent game development community called “1GAM”, or “One Game A Month”. This was an entirely new experience for me, and a great one at that; it’s the first time I ever needed to consider “scale” during a game’s conception, and towards the end of its development, I didn’t feel the same fatigue I do at the end of larger projects. There are a couple things I want to change about how I handle 1GAM, such as starting on the first Saturday of the month, and releasing on the first Saturday of the next, which would allow the game to get more attention than it would during the week.

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Hey there, and welcome back to the portfolio of yours truly, Brandon Greene-Hooks. There are a few things I want to cover this time around, and one or two topics I want to save for the next post, which will likely be in a month or so as specifics are solidified. For now, let’s jump right in.

Believe it or not, the portfolio will reach its two-and-a-half year mark of existence by the end of this week. It feels as though it’s been much longer than that, since the portfolio existed in another form for several years before that, as a freelance graphic design services under the name “Greene Graphics”. It began with small graphics, then grew to incorporate print and web. This grew further still, and it wasn’t long before the original website had some animations and small game projects in hidden directories. It was a long time coming, but I eventually made the transition from having a website for my business to having a portfolio for my works.

In that time, I was still figuring out what I wanted to accomplish with everything, and how it would all lead to game development in the future. I still am, in fact, but I can see the progress I’ve made in that regard, and I know that I’m edging ever closer to that horizon.

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Hey all, and welcome back to the portfolio of yours truly, Brandon Greene-Hooks. It’s been a considerably long time since the last post, and as the title suggests, we’ll be starting off this new year with a bang. How, you ask? With content, of course; more specifically, a focus on games.

Geo

We’ll start with Geo. Just to get everyone up to speed, Geo is an 8-Bit, Physics-Based Puzzle for mobile. This is the first game I’ll have ever distributed in a marketplace, so its development was a great learning experience. For instance, Geo is not a conventional mobile game; that is to say, it is not free to play or “freemium”, but a one-time buy with no in-app purchases. The game has a definite beginning and end, and as such, there are plans for additional content to be added, but nothing that affects the story mode of the game. Geo’s official release date is January 23rd, 2016.

As a developer, and specifically in regards to Geo, I want to be very transparent, so I have a bit of explaining to do. The original release date was set to October 5th, 2015; however, this was too close to the holidays, and there were a few major game releases going on, so it was recommended I hold off until the new year. So, I shifted gears to polishing the game for its new release date of January 2nd, 2016; this the release date shown in the official trailer, which unfortunately needed to be changed due to iTunes Connect temporarily removing its submission capabilities for the holidays; about a week in duration. Being vaguely aware of how long iTunes app submissions take to be approved, along with the fact that it could easily be denied for some unforeseen circumstance or another, we end at the current (and, hopefully final), January 23rd, 2016 release date. Right now, my focus is staying in close contact with iTunes to ensure a successful release, since Google Play, Windows Store, and Amazon releases for the old demo went by smoothly. Once I know that Geo can be released by that date, I can get in touch with my press contacts for early access reviews. From there, it’s just a matter of getting the word out and doing minor bug fix releases until those extra game modes are ready…

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Hey all, and welcome back to the portfolio of yours truly, Brandon Greene-Hooks. Today’s update will be rather short, but it touches on some great things going on, so without further ado, let’s get started.

I’m happy to introduce to you all another site that’s been added to the Web Creations, along with the Meaningless Works site; please welcome Here’s My Response. This is by far my favorite Meaningless Work, since it takes a simple concept that follows a basic formula and makes it into a multifaceted communication device. The website takes up to twelve alphabetical characters based on the user’s input, encodes them, and provides a link for the user to share with others. Once the recipient opens that link, the input is decoded, and the message is shown on the screen. Add some well placed, randomly chosen backgrounds, and you get results such as this:

No

Moving right along, I mentioned in the previous post that I would go over some of the more recent progress in Geo. So far, 19 of the 111 planned levels are complete, and working as intended. There are a few features of the game that aren’t apart of the main storyline that I’m still playing around with, which may be placed in the game post-release at no extra cost, but the game’s framework is all in place.

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Hey all, and welcome back to the portfolio of yours truly, Brandon Greene-Hooks. Before I get into some new content for the website, I’d like to express the depth of my gratitude for Satoru Iwata, (the revolutionary programmer and CEO of Nintendo who passed away on July 11th, 2015), the grief felt throughout the world from his passing, and the sense of solidarity within the gaming community that’s been ever present these past few days. It’s not often that I address subjects of this matter, but it’s a bit of an understatement to say that I owe a lot of my thought process about gaming, game development, and video games in general to Mr. Iwata; it’s as though the world has slowed it’s spin, to me. This may not be applicable to everyone that reads it, so I’m thankful if you’ve stayed with me throughout this little aside.

Shifting gears, the portfolio has a sort of newcomer. I decided to create a new and relatively self-explanatory subsection called Web Creations, and have since added four websites to it; two of which I’ll be going into more detail. One is called Meaningless Works; and aptly named side project of little relevance, and will likely grow as I get ideas for silly domain names with respective contents. The other, The Geo Co, should be a bit more familiar to you all, as it’s the official website for the mobile title “Geo”. The website includes a small demonstration of the game in browser, along with a planned release date of October 5, 2015. This is actually a very nice segue into the last bit of news.

Starting tomorrow evening, I’ll attending my first ever Game Jam, with the intention of getting a majority of the level creation for Geo out of the way, along with some other code-based housekeeping. As such, I’ll also be sharing news on the development front through Twitter, so it should prove to be a pretty exciting few days. Here’s the information for that event:

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Hey all, and welcome back to the portfolio of yours truly, Brandon Greene-Hooks. It’s been rather slow goings as of late, but by no means is there a lack of important information to share. This time’s post will have a bit of personal news, a strong emphasis on the future of Game Development in regards to the portfolio, and to bring about a new feature of the portfolio. Without further ado, let’s get to it.

Now, this isn’t something I generally do on the portfolio unless I find it in close relation to the progression of the portfolio itself. Between acclimating to a full-time job, moving into a new living space, and – beginning tomorrow – a new position at that full-time job, I’ve only been focused on the content end, and have completely neglected the social end. After finally stepping into the current age of technology (that is to say, mobile applications), we should all see a drastic change in how both ends are handled. What this should amount to is:

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Hey all, and welcome back to the portfolio of yours truly, Brandon Greene-Hooks. This is the first post following the winter hiatus, and I’m hoping everyone enjoyed their holiday season as much as I did. There’s a lot to go over in a short amount of time. So, without further ado, let’s get to it.

The first thing I want to talk about is the major overhaul of the site. Now, you all my only see an aesthetic change, but the entire portfolio website was changed, inside and out, up and down, and eight ways to Sunday. One page has been removed, and eight have been added. The major takeaways from this change are the fresh look for the new year, responsive elements, more content, consistent organization for the content, and some user friendly tidbits here and there. I’ll be going over these changes on a page-by-page basis, to get everyone up to speed.

The “External” page has been removed, and I added social icons to the bottoms of each page instead. The “External” page was a good idea at the time, but since the portfolio has grown substantially since that page was first added, I felt the change was necessary. Another site-wide change is that the ZeroFolio logo links to the home page; this is a common practice among most websites, and it’s one that I use often on other websites, so this seemed appropriate. The last site-wide change is mobile optimization; shrinking your browser window (or being on a mobile device) will change the size of and/or replace certain elements, to better the readability of the website on the go. Let’s move on to the pages.

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Hey all, and welcome back to the portfolio of yours truly, Brandon Greene-Hooks. This post will be a relatively short one, since there’s not much to cover, but it is a pretty big deal.

Today marks the first anniversary of the Super Mario Bros. In First Person game;  which, as of today, has been downloaded 19,703 times! That’s an average of over 1.5 thousand downloads a month!!!

Here’s a playlist of every fan-made play-through I’ve found of the game. It’s been a hell of a ride, and I’m glad I’ve had you all along with me.

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Hey all, and welcome back to the portfolio of yours truly, Brandon Greene-Hooks. It’s not very often that I decide to focus on a single item in relation to the portfolio, but this is one of those seldom occasions. In the last two posts, I made a short mention to a new game project I’m working on. I’m pleased to announce that a great deal of progress has been made on this game in the past few months, and even more will be made in the month of October. This leaves me in a position where I can comfortably release details about this game, since a vast majority of the ideas and concepts have been officially cemented. Ladies and gentlemen, I’d like to introduce “Geo”.

Geo

“Geo” is a 2D, skill-based puzzle that’s been in development for about four months now, and should be making an appearance on Android’s Google Play, Apple’s iTunes, and Microsoft’s Windows Phone Store in the near future. That is, if everything goes according to plan. Allow me to explain.

After I made Super Mario Bros. In First Person publicly available for download, I simultaneously cemented the idea that independent game development was something I wanted to do for the rest of my life. When the concept for Geo came to me, I immediately began working on it, and continued to do so at every opportunity I had. A few months ago, I enlisted the help of a friend to be a sort of soundboard for all the ideas I had, and his responsibilities grew to a point where I felt it necessary to make him an official part of this game’s development. With a majority of the necessary game elements accounted for, I’ve developed a working proof of concept, and tested on two of the three target devices with great success. But in order for “Geo” to reach its full potential, and be the complete game that I envisioned, I would need to purchase the professional version of the program I’m working in to develop, along with a couple add-ons for building to the aforementioned marketplaces. So, what’s the plan?

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