Tag Archives: ottawa

The Fortune Trivia video game

Answer quiz questions about films, music, geography, science, history, people, sports and world culture.

Illustration, texture, and interface by Steve Hutchison
Fractals by Kim Hutchison

Game Design by Daniel-David Guertin
Integration by Steve Hutchison and Martin Roussel
Directed by Daniel Beaudin
Managed by Michel Beaudin

Techniques used: #PixelArt #Illustrator #Photoshop #Flash #Apophysis
Game categories: #WordGame #LetterGame #trivialPursuit #quiz #quizGame #Puzzle #VideoGame
Platforms: #IPE #IFE #InFlight #InFlightEntertainment #VirginGalactic #MobileGames
Inspiration: #FractalArt #Fractals #Tarot #Thoth #Occult
Client: #DTISoftware

Portfolio piece for #SteveHutchison & #KimHutchison in #Gatineau #Outaouais #Ottawa

The HANGED MAN video game

The HANGED MAN

Save the Hanged Man by guessing secret words.

Character illustration, animation, fractals, and interface by Steve Hutchison
Landscape illustration and fractals by Kim Hutchison
Game Design by Daniel-David Guertin and Steve Hutchison
Integration by Steve Hutchison
Directed by Daniel Beaudin
Managed by Michel Beaudin

Techniques used: #PixelArt #Illustrator #Photoshop #Flash
Game categories: #WordGame #LetterGame #hangman #hangedman #thehangman #Puzzle #VideoGame
Platforms: #IPE #IFE #InFlight #InFlightEntertainment #VirginGalactic #MobileGames
Inspiration: #FractalArt #Fractals #Tarot #Thoth #Occult
Client: #DTISoftware

Portfolio piece for #SteveHutchison & #KimHutchison in #Gatineau #Outaouais #Ottawa

Design du site web de la Cité collégiale par Steve Hutchison

Conception du site web de l’association étudiante et les équipes sportives de La Cité collégiale

Design, visuel, infographie et branding: Steve Hutchison

Outils: Adobe Photoshop, Adobe Illustrator

Gatineau – Ottawa – Outaouais – Montreal

Fondée en 1990, l’Association étudiante de La Cité collégiale a obtenu le statut de personne morale sans but lucratif, par le biais de lettres patentes émises le 15 mars 1994.
Mission
Créer une vie étudiante active qui favorise la réussite collégiale.

Mandat : Représentation | Services | Activités

Dans le but d’atteindre sa mission, l’AELCC s’est dotée d’un mandat en trois grandes catégories, pour créer un encadrement (vie étudiante) qui appuie les besoins collégiaux d’un étudiant afin de le motiver à obtenir son diplôme postsecondaire (réussite collégiale).
• Représenter les droits et les intérêts des étudiants
• Offrir des services qui répondent aux divers besoins des étudiants
• Organiser des activités qui favorisent la création d’un sentiment d’appartenance

The Magus’ Grid video game

The MAGUS’ GRID

Use alchemy to solve an infinite amount of puzzles.

Illustration, animation and interface by Steve Hutchison
Fractals by Kim Hutchison and Steve Hutchison
Development by Kassi N’guetta
Game Design by Daniel-David Guertin and Steve Hutchison
Integration by Steve Hutchison, Kassi N’guetta and Martin Roussel
Directed by Daniel Beaudin
Managed by Michel Beaudin

Techniques used: #PixelArt #Illustrator #Photoshop #Flash
Game categories: #WordGame #LetterGame #Crossword #Puzzle #VideoGame
Platforms: #IPE #IFE #InFlight #InFlightEntertainment #VirginGalactic #MobileGames
Inspiration: #FractalArt #Fractals #Tarot #Thoth #Occult
Client: #DTISoftware
Portfolio piece for #SteveHutchison & #KimHutchison in #Gatineau #Outaouais #Ottawa #Montreal

Adobe Flash Actionscript Videogame 2D RGB XYZ Normal Map for Collision Bounce Direction

Red is X, Blue is Y, and Green is Z (the Green axis is not displayed here but is reserved to be used to calculate ground elevations above any given floor (buildings, a rollercoaster, bumps on the ground). I plan, if system performance allows, to use the alpha channel to represent pixel “hp”, the life of an obstacle’s pixel.

The 45 degree chisel on top of each wall, once clamped through code, indicates the angle of each pixel of an obstacle. By calculating an object’s translating angle in relation to the wall pixel angle, you get a mathematically precise bounce angle. While most collision techniques involves using a rough representation of an object, here in Illustrator, I can draw whichever top view map scheme i need (curves, lines, complexe boolean) on a very large scale, in one file, update my illustrator object in Maya, render again, update my images in flash and publish.

Another noticeable advantage to my system is that projectiles, for instance, draw the inward damage of an attack both on the draw map and the collision map. When destroying something, the hidden “broken map” copies its damaged pixels over the “live map”, using different techniques depending on the weapon. Applying destructions to the collision map was a great challenge as I had to find a way to draw the inward damage WITH the normals rainbow, but without the use of a render. I found great ways and made some by automation in Photoshop.

Play BROKEN WINGS! Free and Frantic!

Official website to play BROKEN WINGS

With its six stages, a ship & weapon upgrade system and an adrenaline-inducing soundtrack, this modern take on classic space shooters mixes elements from fighting, side-scrolling, shooting and role playing games.

Do not hesitate to consult the Flight Manual at http://corp.shade.ca/bw for tips, enemy & ship upgrade details and intesting bits of info about the game.

Controls :
[HOLD] Left/Right Arrows : Move Left/Right
[HOLD] “Z” : Machine Gun
[HOLD] “X” : Homing Missiles
[HOLD] “C” : Beam Power Up, [RELEASE] “C” : Beam Release
[HOLD] “Z” + “X” : Machine Gun + Homing Missiles
[PUSH] “Z” + “X” + “C” : Activate “Fail-Safe” Attack

We appreciate your reviews and are constantly updating this game based on your feedback.

LATEST UPDATES :
* New failsafe “Juggler” ( XP Stealer )
* New stearing mode “Auto” ( Reduces Inertia )
* New visual effects
* New optional key binds “SDF” equivalent to “XCV”
* Smoother overall performance
* Many bugs fixed
* Broken Wings now on FACEBOOK : facebook.com/apps/applica tion.php?id=10390911165

NOTE : Press F11 if you can’t see the whole game window.
Broken Wings isn’t a Flash game you try, it’s a Flash game you learn. Now break some wings, player, and do it with style.

Credits:

STEVE HUTCHISON
Original Idea, Conception, Illustration, Animation, Optimization,
Programming, Stage Design, Sound FX, Website Design, Project Management

KIM HUTCHISON
Indepth Development, Engine design & upgrade, Artificial Intelligence, Optimizing, Fractal Art

JASON KEALEY
Web Development, Marketing

A PLOT AGAINST ME
Soundtrack

Sylvain Lavigne
Vocals, Guitar

Shawn Bradley
Guitar B-Vocals

Dan Page
Bass

Butch Gerald
Drums

#SteveHutchison #KimHutchison #JasonKealey #AplotAgainstMe #SylvainLavigne #ShawnBradley #DanPage #ButchGerald
#FlashGame #AdobeFlash #WebDesign #SpaceGame #VirginGalactic #VideoGame #GameDevelopment #GameDeveloper #OttawaDeveloper #GraphisteGatineau #GraphisteOutaouais #GraphisteOttawa #OttawaDesigner #OttawaDev #OttawaDevelopment #OttawaGames #OttawaGaming
#Ottawa #Gatineau #Outaouais #CegepOutaouais #LaCiteCollegiale #CiteCollegiale

Broken Wings: The Making-Of

Broken Wings is a space shooter that combines elements of role-playing games, action games, fighting games and pinball. Reinforce, quicken or energize your ship in many ways by collecting alien technology. Broken Wings is a classic game gone frantic.

Original Idea, concept, graphics, animation, core engine, alien technology development, tween animation, level design, interface and marketing by Steve Hutchison

Upgrade development, core engine, hud development, physics, hardware technology development and optimizing by Kim Hutchison

Soundtrack by A Plot Against Me
Musical consulting by Sylvain Lavigne

Voice acting by Steve Hutchison and Alyssa Desfossés

Sponsored by #Newgrounds
#BrokenWings #flashGame #adobeFlash #Flash #flashRPG #actionGame #rpg #rolePlayingGame #JeuDeRole #spaceShooter #spaceShooting #spaceShootingGame #spaceGame #spaceshipGame #flashDeveloper #inflight #graphisteOutaouais #graphisteGatineau #graphisteCommunication #jeuFlash #jeuxVideo #jeuVideo #videoGame #aplotagainstme #SteveHutchison #KimHutchison #AlyssaDesfossés #Gatineau #Ottawa #Outaouais

Steve Hutchison, designer de La trappe à fromage - Fromagerie, épicerie fine et traiteur

La fromagerie la Trappe à fromage, une #épicerie fine qui offre des bières de micro-brasserie et un service de traiteur. Commerce établi à #Gatineau dans la région de l’#Outaouais.

Graphiste: Steve Hutchison

En mars 1995, la fromagerie « La Trappe à fromage » voit le jour à Gatineau. Messieurs Gilles Joanisse et Mario Hébert en sont les fondateurs. Au tout début, nous étions situé au 514 boul. Maloney Est. C’est en octobre 1998 que nous nous établissons au 200 rue Bellehumeur. Et neuf ans plus tard, une nouvelle succursale ouvre ses portes au 114 boul. St-Raymond.

Notre savoir-faire existe depuis maintenant quatre générations. La famille Hébert est fière de compter parmi elle des fromagers de père en fils. D’Albert, diplômé en 1925, jusqu’à Mario Hébert qui gradua en 1982. Les fromages de Donat Hébert, grand-père de Mario, furent déjà primés à plusieurs reprises dans les années 1960. Mais sa plus belle récompense est venue de son fils Gilles Hébert (père de Mario). Ce dernier accéda à la profession de maître fromager en 1961. Les Hébert ont su transmettre leur passion du fromage de génération en génération.

Nous transformons sur place le lait de notre région, tous les jours de la semaine. Nous produisons une quinzaine de variétés différentes de fromages pour le plaisir de tous.

Actuellement, la Trappe à fromage emploie environ une quarantaine d’employé(e)s. Nous distribuons nos fromages partout en région.

#fromagerie #LaTrappeAFromage #TrappeAFromage #TrappeFromage #LaTrappeàFromage #fromage #fromageQuebecois #fromageQuébécois #épicerieFine #epicerieFine #bieres #microBrasseries #traiteurGatineau #Ottawa #graphisteGatineau #graphisteOutaouais #graphisteOttawa #webDesign #conceptionWeb #graphisme #webGatineau #siteWebGatineau #communicationGatineau #communicationGatineau #communicationOutaouais #communicationOttawa #ottawaDesigner

ActionScript 2.0 Inventory, Items, Item Mixer, Music Mixer & Music Debug Panels

This shows my inventory, mixer and music debug panel. Everything related to inventory, characters, objects, is managed in an efficient pipeline between excel and flash. This setup makes the bridge between game design and programming seamless. The mixer can create an item out of a mix of inventory items. This also shows the equip screen, with only assignable slot available by use. Some items have more than one use and can be combined in one or another slot. Again, this is all excel managed, making it also very easy to balance the game at any time in a familiar and user-friendly setup.

Next, you can notice how music is/will be handled. For now, I have 3 sets of 4 tracks (lead, bass, drum, kick) whose volume shifts with the character mood. This is a debug console but I included presets to be able to adjust the track values of certain events (party, chase, fight, fear, etc) based on 8 combined emotions. This will later on affect character performance and interaction.

The end of the video shows what actually loads, unloads as you move through the map. This map system is all by me also. Since everything is destructible on this map except the ground, tiles that are empty of obstacle from the start of the game are managed differently, and if everything there is to destroy on an occupied tile is gone, this tile becomes treated as an empty tile. Those can be easily cloned as they have no property and they also have no hidden collision map. Another challenge is the fact that a maximum of 8 characters are always present on the map and act real time, interacting with their surroundings as the player would. This is voluntary and necessary to the mystery-murder aspect of the game. So, whatever tile management the character needs, the npc’s need as well.

Steve Hutchison used #Photoshop, #Illustrator, #Fusion, #Flash, #Premiere, #SoundForge, #AbletonLive, #Apophysis, #Cubase and #Maya.

Made in #outaouais #ottawa #gatineau

Drug Simulator – Distorting Destructible Normal Map with Collision in Flash

Drug Simulator – Distorting Destructible Normal Map with Collision in Flash (ActionScript 2.0)

by Steve Hutchison

This being a supernatural horror game in the likes of classic terror movies, drugs, hallucinations, dream sequences, illusions and even building collapsing are partially implemented as shown here. Efforts were spent researching fractal imagery. I coded the fractal engine myself. Combining a perloin noise, displacement and my hand made map system, the demonstration above shows “drug” effects combined together, something only possible with fractal animation.

Since everything can be destroyed in this game and that there are more than one level above the ground, later on during development, building collapsing will inherit from this module for a more natural shattering effect.

#drugsimulator #simulator #adobeflash #flashgame #flashdevelopment #ottawaflash #flashottawa #horrorgame #horrormoviegame #horrorvideogame #gatineau #outaouais #ottawa #drugs #ketamine #shroom #shrooms #pot #cannabis #alcohol #acid #speed #mdma #horrormovie #interface #independentgame #normalmap