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November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
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November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
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November 22, 2009
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Sony Online Entertainment
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Blogs

Corey Holcomb-Hockin's Blog

Corey's Journal

Member Blogs

Mysteries of Westgate Review
Posted by Corey Holcomb-Hockin on Thu, 21 May 2009 10:45:00 EDT in
A review of the new Neverwinter Nights 2 DLC "Mysteries of Westgate".
Read More... | 1 Comments

Progress Journal
Posted by Corey Holcomb-Hockin on Sun, 17 May 2009 02:51:00 EDT in
Neverwinter Night mod 'Deadening 3' - The continuing project journal.
Read More... | 0 Comments

Progress Journal
Posted by Corey Holcomb-Hockin on Tue, 12 May 2009 02:23:00 EDT in
Neverwinter Night mod 'Deadening 3' - a continued project journal.
Read More... | 0 Comments

Progress Journal
Posted by Corey Holcomb-Hockin on Thu, 07 May 2009 02:15:00 EDT in
Neverwinter Nights Toolset Deadening 3 Project Journal.
Read More... | 0 Comments

   

Corey Holcomb-Hockin's Comments

Comment In: Disciples III Dev Akella Signs DRM Deal With Byteshield [News - 11/19/2009 - 12:38]

I'm looking foward to Disciples ...

I'm looking foward to Disciples III. I'm glad that the copy protection isn't horrible.

Comment In: A (gameplay) thorn in my side. [Blog - 08/23/2009 - 01:51]

Yeah I finished it. I ...

Yeah I finished it. I bought it when it came out because the trailer made it look real interesting. You already noticed all the bad bits so Its not like I have to tell you why I was disappointed. Hiding is the way to play most of Haunting Ground but ...

Comment In: Roads [Blog - 06/25/2009 - 10:49]

Is there going to be ...

Is there going to be a game that uses the terrain generator Could you make a game thats just driving around on real time randomly generated mountain roads

Comment In: Emotion, Frustration, Loss of Control [Blog - 06/25/2009 - 11:48]

Hunters aren't that hard to ...

Hunters aren't that hard to kill. If you aren't in armor mode you can recover from hits with a roll. Hunters have big hit me now animations. You just dodge around for a while until its safe to attack or use range attacks. Being in hit stun is frustrating but ...

Comment In: Considerations on flowcharts, dialogues and Design Documents [Blog - 06/18/2009 - 06:53]

I would be interested in ...

I would be interested in the way professionals do this too. I'm used to using the nwn1/nwn2 dialog editors. They are easy enough to work with until you've forgotten what exactly your plans were. I try to organize them into scenes or shots in my mind but its gets quite ...

Comment In: The Necessity Of Interactive Animation For Games [Feature - 06/17/2009 - 09:10]

I think the lack of ...

I think the lack of this in most games has do with a lack of time and resources. I'm sure a few big budget games will blow everyones minds at some point. A easy technique is to use several static or lightly animated images for different emotions like in persona ...

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