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    <title>Production on Terry Nguyen</title>
    <link>https://terrehbyte.com/categories/production/</link>
    <description>Recent content in Production on Terry Nguyen</description>
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    <managingEditor>terry@terrehbyte.com (Terry Nguyen)</managingEditor>
    <webMaster>terry@terrehbyte.com (Terry Nguyen)</webMaster>
    <copyright>Terry Nguyen</copyright>
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      <title>Introduction to Git</title>
      <link>https://terrehbyte.com/intro-to-git/</link>
      <pubDate>Mon, 17 Feb 2020 00:00:00 +0000</pubDate>
      <author>terry@terrehbyte.com (Terry Nguyen)</author>
      <guid>https://terrehbyte.com/intro-to-git/</guid>
      <description>&lt;p&gt;&lt;em&gt;This was edited by &lt;a href=&#34;https://twitter.com/lizz0id&#34;&gt;Lizz Rizzo (@lizz0id)&lt;/a&gt; and written for the
&lt;a href=&#34;https://aie.edu/&#34;&gt;Academy of Interactive Entertainment&lt;/a&gt;, but was ultimately left unused&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;Understanding how to use version control systems (VCS) to manage your work is a
key skill of any developer, whether you&amp;rsquo;re a hobbyist or professional. It can
serve as a way to track what changes in your project (especially if you&amp;rsquo;re
working with other people).&lt;/p&gt;
&lt;p&gt;Depending on what software you use as your version control system, it can give
you backups of your work as well. Losing your project could mean &lt;a href=&#34;https://www.pcgamer.com/project-zomboid-robbery-delays-latest-update-zomboid-will-come-back-stronger-says-dev/&#34;&gt;losing
months&lt;/a&gt; or &lt;a href=&#34;https://twitter.com/apzonerunner/status/1040497161237159936?lang=en&#34;&gt;years of work&lt;/a&gt; that can result in major setbacks.&lt;/p&gt;</description>
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    <item>
      <title>AIE&#39;s Minor Production Process</title>
      <link>https://terrehbyte.com/aie-minor-production-process/</link>
      <pubDate>Wed, 18 Sep 2019 00:00:00 +0000</pubDate>
      <author>terry@terrehbyte.com (Terry Nguyen)</author>
      <guid>https://terrehbyte.com/aie-minor-production-process/</guid>
      <description>&lt;p&gt;&lt;em&gt;This was edited by &lt;a href=&#34;https://twitter.com/lizz0id&#34;&gt;Lizz Rizzo (@lizz0id)&lt;/a&gt; and published for the
&lt;a href=&#34;https://aie.edu/aie-minor-production-process/&#34;&gt;Academy of Interactive Entertainment&lt;/a&gt; on its website&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;One of the most valuable parts of the course for our Game Development students
is the opportunity to collaborate with their peers from other disciplines for
their final project at the end of each school year.&lt;/p&gt;
&lt;p&gt;Internally, those projects are referred to as &amp;ldquo;&lt;a href=&#34;https://aie.edu/what-is-minor-production/&#34;&gt;Minor Production&lt;/a&gt;&amp;rdquo;
and &amp;ldquo;Major Production&amp;rdquo; respectively for our first year and second year game
students. Every year, students fall prey to the same problems: communication
issues, gaps in technical skill, unclear direction from faculty, or just
interpersonal conflicts in general. This year&amp;rsquo;s changes continue the trend of
improving the process, which in turn creates a stronger student experience.&lt;/p&gt;</description>
    </item>
    
    <item>
      <title>Postmortem for Total Withdrawal</title>
      <link>https://terrehbyte.com/postmortem-for-total-withdrawal/</link>
      <pubDate>Fri, 12 Jun 2015 00:00:00 +0000</pubDate>
      <author>terry@terrehbyte.com (Terry Nguyen)</author>
      <guid>https://terrehbyte.com/postmortem-for-total-withdrawal/</guid>
      <description>&lt;p&gt;During my last months at the Academy of Interactive of Entertainment, I worked
as the Technical Director for two projects for our final production project,
Total Withdrawal and Fae-Tal. We tried far too many things on both projects, and
while this fared a bit better than the other, it still did not meet
expectations.&lt;/p&gt;
&lt;h1 id=&#34;art-power&#34;&gt;Art Power&lt;/h1&gt;
&lt;h2 id=&#34;pipeline&#34;&gt;Pipeline&lt;/h2&gt;
&lt;p&gt;There was prior work with artists, but a solid pipeline had not been
established. The artists were developing content in Maya and then shipping over
a new FBX file with new materials. Integration was undertaken by the programming
lead, which opted to drop it in as a new asset, and hook up the materials and
textures again upon each iteration.&lt;/p&gt;</description>
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