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Igniting the Flame of "Gaslight Studios"

by Dave Calabrese · 07/29/2008 (9:36 pm) · 15 comments

It has been a long, well tread road that I have traversed over the past 7 years that I have been a professional developer of video games. I know that I am certainly not the first person to go this route, and there is no way that I am going to be the last. With how the video game industry is growing, there is no end in sight to the bevy of talent the world will see in days yet to come.

At the start of the new century, I joined the famed development company 21-6 Productions to help with some of their initial projects. In the years to come I worked on art, programming, scripting, story design and project management to name just a few things. If it was not for them, I would not have the talent, experience or opportunities that I have today. And it is one of those opportunities that I am most excited about.

In June of 2008, I left 21-6 to take the plunge that many game developers dream of, but few have the chance to make it happen. I left to begin my own production company - Gaslight Studios.

We are, so far, a small yet growing team of talented and eager professionals with backgrounds ranging from art and programming to stage and film production - and of course myself, with 7 years professional video game design and development experience to lead this troop of misfits. We design, develop, create and consult. We construct, imagine, draw and write.

And with all this, what can I say about what we're working on? Publically, I can announce 2 projects that are underway:

Torque HLSL Shader Packs - Torque Shader Packs starring the Torque Shader Platoon! Each pack will introduce you to a new colorful character from the Platoon who will teach you how to develop different and more advanced shaders than the last pack. These packs will be available in the GarageGames Store, and with the purchase of each you will acquire a collection of heavily commented HLSL shaders constructed especially for TGEA, as well as a detailed document where a Shader Platoon character will teach you how and why the shader works, how to integrate them into the engine, and how to modify them to extend what each shader is capable of doing. In fact, why should I sit here and explain the first Shader Pack to you when General Specular himself can tell you what he's preparing:

Quote:"Hello, MAGGOTS! I'm here to take your wimpy and mathematically-impaired selves and turn you into mean, shader writing machines! When I'm done with you, you'll be able to bling up your neighbor's dog in the blink of an eye. That furry mutt will be sparkling from specular maps and showcasing their bumpmaps - and your neighbor will be wonderin' why their poodle now looks like a Hollywood star! So get on into my camp and prepare to work those shader muscles!"


'Steamtunnel' - While I don't wish to say a whole lot just yet about this, I will say that it is the first IP developed by Gaslight Studios, it is a side-scrolling action RPG developed in Torque Game Builder, and that 'Steamtunnel' is just a code name.

If you're seeking out our home on the web, we do have a site up, although it's not finished. Feel free to target your favorite browsing software to www.GaslightStudios.net/ and peruse the wonderful unfinished world of Gaslight Studios. Heck, if you think you've got what it takes to make that site better, let us know! We're looking for a web developer with a knowledge of the Drupal portal system to help get things moving.

Lots to do, lots to discuss and lots to plan. It's been a rush, albeit a very exciting rush, over the past month and a half. Let's see what the next month and a half will bring, and the many months to follow. I now wish adieu to my good friends and fellow developers at 21-6 Productions, and welcome the future that is yet to come for Gaslight Studios.

-Dave Calabrese
President, Gaslight Studios

#1
07/29/2008 (9:55 pm)
I cannot wait to hear more a out the hlsl packs that you are going to produce Dave. Congratulations on the new studio, and I hope you guys have lots of success in the future.
#2
07/29/2008 (11:37 pm)
Awesome about the HSLS packs, look forward to hearing more about those
#3
07/30/2008 (12:34 am)
Congratulations on the new venture, Dave! Professor Jaymour would be proud.
#4
07/30/2008 (12:42 am)
Keen to see these shader packs!
#5
07/30/2008 (4:02 am)
FYI Dave, the website won't load - just keeps cycling over and over...
#6
07/30/2008 (4:19 am)
Great, now there's no way I'm going to be satisfied with TGE + TMK, I'll need TGEA so I can buy this awesome pack. I hope you appreciate the fact that your awesomeness has made me spend $150 that I wasn't planning on. =D

I'm having the same problem with the website as Jason, it just keeps cycling.
#7
07/30/2008 (6:19 am)
L Foster, Ian & Gareth: Thank you! I'm actually really excited about these packs as well. Coming up with the characters and devising how they should teach the user without becoming too cheesy while still maintaining a proper learning environment has been a log of fun.

Matt: The great Professor would be mighty proud indeed, I'm sure of it!

Jason & Nathan: Looks like there was a bug in the redirector script that affected some IE clients. Should be fixed, now. Thanks for the heads up!

Nathan: I greatly appreciate my keen skills on making your wallet jump out of your pocket and spend money on quality products. ;) Really though, thank you for the kind words!
#8
07/30/2008 (10:15 am)
Congrats on the studio, now the fun begins.
#9
07/31/2008 (1:28 am)
The Torque HLSL Shader Packs, sound like a great idea!
Best of luck with the new studio.
#10
08/03/2008 (11:54 am)
Dave, could you PLEASE create a planar reflection shader that actually works on DTS objects (planar object surfaces obviously).
#11
08/04/2008 (6:05 am)
Phil,

I need to look more into how the engine handles planar reflection, however my current knowledge is that it's not as simple as just creating a new HLSL shader. The shader code for that isn't too difficult - the problem is that TGEA handles interior and DTS materials differently, and right now the backbuffer data I believe is only getting sent to the interiors pipeline (probably because it's a bit expensive to be rendering that on a ton of different polygons). That said, I'm sure there is a way with some work to tell the backbuffer to also render through the DTS materials pipeline, but again I'd need to delve more into that before I could give a final answer.

That said - I'd sure as heck love to make that happen in a future HLSL shader pack. The first ones are going to cover the more standard shaders before we delve into ones that require extra engine code.

-Dave Calabrese
Gaslight Studios
#12
08/08/2008 (7:34 am)
Congrats, Dave!

And thanks for your help on Orbz over the years.
#13
08/08/2008 (6:50 pm)
BlackRichard: It's been a blast helping out with Orbz! Even after all this time, that game still stands strong. I'm gonna miss you guys! =)
#14
04/16/2009 (8:46 am)
Dave: how is the HLSL Shader project going now ?
#15
03/23/2010 (8:41 am)
Hm. What happened to Gaslight?