<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Ollie Powell</title><link>https://ollie-powell.co.uk/</link><description>Recent content on Ollie Powell</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>© 2023</copyright><atom:link href="https://ollie-powell.co.uk/index.xml" rel="self" type="application/rss+xml"/><item><title>A Use For Bubble Sort</title><link>https://ollie-powell.co.uk/posts/auseforbubblesort/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://ollie-powell.co.uk/posts/auseforbubblesort/</guid><description>View this post on Instagram A post shared by Ghost Hunter (@ghosthuntersounds)</description></item><item><title>about</title><link>https://ollie-powell.co.uk/about/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://ollie-powell.co.uk/about/</guid><description>Hi! I&amp;rsquo;m a programmer with over a decade of experience in games development. I was recently working as Lead Animation Programmer at Frontier Developments. I&amp;rsquo;ve covered engine development, animation systems, VR, back + front end web dev and management to name a few prominent areas.
I truly love making things. It&amp;rsquo;s good for the soul. I&amp;rsquo;ve been involved in game jams, one in particular won Ludum Dare 54 - Stretchmancer which we&amp;rsquo;re now expanding into a full game.</description></item><item><title>Bastard Sword</title><link>https://ollie-powell.co.uk/projects/bastardsword/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://ollie-powell.co.uk/projects/bastardsword/</guid><description>A prototype concept developed in pico-8. Action games rarely lean into physics simulations for combat. Opting for controlled fixed animation sequences and predefined &amp;lsquo;hit boxes&amp;rsquo;. The idea behind Bastard Sword was to find fun and &amp;lsquo;game feel&amp;rsquo; with some simple 2D physics.
The main character and sword tip are treated as particles with their own individual weight connected via stiff rod. Applying impulses over a few frames on the sword tip perpendicular to this connection produced the nice swing you can see in the gifs.</description></item><item><title>Fugue Machine</title><link>https://ollie-powell.co.uk/posts/fuguemachine/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://ollie-powell.co.uk/posts/fuguemachine/</guid><description>View this post on Instagram A post shared by Ghost Hunter (@ghosthuntersounds)</description></item><item><title>home</title><link>https://ollie-powell.co.uk/home/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://ollie-powell.co.uk/home/</guid><description/></item><item><title>Jurrasic World Evolution - Frontier</title><link>https://ollie-powell.co.uk/posts/jurassicworld/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://ollie-powell.co.uk/posts/jurassicworld/</guid><description>On both Jurassic World Evolution 1 and 2 I worked as an Animation Programmer tasked with making convincing dinosaurs.
I wrote an article for MCV on animating the dinosaurs of Jurassic World Evolution here</description></item><item><title>Male Pattern Boldness (LD50 Game Jam)</title><link>https://ollie-powell.co.uk/projects/malepatternboldness/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://ollie-powell.co.uk/projects/malepatternboldness/</guid><description>Male Pattern Boldness by Choo 👨‍🦲Oh no, you&amp;rsquo;re losing your hair! But perhaps you can use something around to cover it up…
5 levels, 5 life events, you can do it!
Entered into Ludum Dare 50 with Adam Butcher, Tom Carrell and James Pearson. MPB was made in 3 days. It was our first bash at entering a game jam and we had a whole bunch of fun telling the story of baldo (a returning character!</description></item><item><title>Mr Speech: The Purr-fect Pitch! (LD53 Game Jam)</title><link>https://ollie-powell.co.uk/projects/mrspeech/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://ollie-powell.co.uk/projects/mrspeech/</guid><description>🗣️ MR SPEECH: The Purr-fect Pitch by Choo</description></item><item><title>Night Mares! (Tiny Horse Game Jam 2)</title><link>https://ollie-powell.co.uk/projects/nightmares/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://ollie-powell.co.uk/projects/nightmares/</guid><description>Our entry for the Tiny Horse Game Jam 2. This was a non-competitive jam, the community were so friendly and supportive it was almost embarrassing to have the only violent game of the jam! Though we like to think that added some variety in the mix.
Night Mares by NationalVelvett, Woolly Owl Art by Sara. Game code by myself. Sara even set us up with an online leaderboard!
Horses with guns was already a winning combo but we added the idea of coop weapon synergies to the mix.</description></item><item><title>Number 1 at Super Hexagon</title><link>https://ollie-powell.co.uk/posts/superhexagon/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://ollie-powell.co.uk/posts/superhexagon/</guid><description>In 2012 I got absorbed by Terry Cavanagh&amp;rsquo;s fantastic twitch game - Super Hexagon. So absorbed I became number 1 in the world at all levels for a few months.
Super Hexagon is one of the best games I know that can achieve &amp;lsquo;flow&amp;rsquo; state in the player. I was on the sofa with an iPad in hand - I could have a conversation with one part of my brain while the other was in the zone.</description></item><item><title>Planet Zoo - Frontier</title><link>https://ollie-powell.co.uk/posts/planetzoo/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://ollie-powell.co.uk/posts/planetzoo/</guid><description>On Planet Zoo I worked as an Animation Programmer. We had a vast amount of animals of all shapes and sizes to make. My biggest contribution to this project was a proprietry animation retargeting system. This enabled sharing of animation with quick modification, crucial for a game with roughly 150 animals each with 200 animation at launch.
We quickly found that retargeting animation as placeholder assets was especially useful, enabling the dev team to work with the creatures while the animators carefully crafted the final animation.</description></item><item><title>Stretchmancer (LD54 Game Jam)</title><link>https://ollie-powell.co.uk/projects/stretchmancer/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://ollie-powell.co.uk/projects/stretchmancer/</guid><description>Stretchmancer by Choo, AdamButcher</description></item><item><title>You Call The Shots! (LD51 Game Jam)</title><link>https://ollie-powell.co.uk/projects/youcalltheshots/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://ollie-powell.co.uk/projects/youcalltheshots/</guid><description>Our entry for Ludum Dare 51. &amp;lsquo;You Call The Shots! is a rhythm-action-meets-movie-trivia game. The game takes roughly 5 mins to play so give it a go!
📺 You Call The Shots! by Choo Tech side one of the biggest challenges was synchronising web streamed video with rhythm markers. Videos need to be uploaded and hosted separately to the game - a requirement of the version of Unity we were using at the time.</description></item></channel></rss>