Hi, I’m Trent Polack (@mittense on twitter). I’m currently helping to save the world from East Lansing, MI as a Lead Experience Developer at planet3. I’m also the Founder of Joy Machine, LLC where we make games that are simply really fun.
I used to make video games as a Senior VFX Artist and Technical Artist working on Crowfall.
Before that, I was Creative Director and Executive Producer at Team Chaos, working on games like SUPERCHROMA, Rooster Teeth vs. Zombiens, Loot Raiders, SPACE COLORS, Dragon Raiders, Cat vs. Aliens, Dragon Academy, and Elements: Broken Lands.
And even before that, I worked as a Senior Designer on various projects at LightBox Interactive as well as spending years on Starhawk and the initial design/development of Plundernauts.
In the past, I was a game developer at Stardock Entertainment where I worked on Galactic Civilizations 2: Twilight of the Arnor, Sins of a Solar Empire, The Political Machine 2008, and Demigod. I was also involved with a large amount of the development of Elemental: War of Magic. I’ve also worked as a programmer working on satellite monitoring programs, a game journalist, an author, a door-to-door salesman, a PR dude, and a grocery bag boy. That last one is really the highlight of my career, I think.
I have a degree in English (with a focus on Creative Writing, Computer Science, and Secondary Education) from the University of Michigan.
I write a whole bunch about bunches of things. In the past, I have been known to write entire books such as Focus on 3D Terrain Programming. I also coauthored Graphics Programming Methods and Game Programming: Tricks of the Trade.
Sometimes, a CEO/Technical Director/Creative Director/Rendering Dev/Engine Dev/Game Designer just needs to talk about making a holistic systems-first design process on a mech-based video game.
The many joys of NVIDIA GameWorks' HBAO+ and its... Multiple distributions and different integrations.
This is the only design post of the year 2016 to actually bring up F.E.A.R. 3.
I'm pretty sure. Also more about serious systems-first game design and production.
Some people think in terms of narrative, some in terms of atmosphere, some in terms of emotions. I think in terms of systems.
Maybe I'm a robot?
A summary of the measures and systems I put into place to ensure a good, reliable, stable workflow for working on my game in my custom fork of Unreal Engine 4.
Steel Harvest is a game I'm making that I really want to start getting people involved in and excited about. This isn't a dev blog post, but it'll lead to a whole bunch down the road.
[Blog - 02/07/2017 - 10:45]
Yeah, I totally hear where ...
Yeah, I totally hear where you 're coming from. I actually spent a lot of time going back and forth on this I decided on the pixel-perfect aiming for a few reasons: r n r n- For one thing, it 's not true pixel-perfect aim. What I mean is that ...
[Blog - 12/22/2016 - 10:48]
[Blog - 05/14/2015 - 02:14]
[Blog - 02/18/2015 - 10:53]
[Blog - 09/06/2014 - 09:02]
More to the point, though, ...
More to the point, though, the premise of my piece is that I wanted to draw a line between attacking an argument and attacking a person. Did that get lost somewhere
[Blog - 07/02/2014 - 06:32]