My name is Samantha Stahlke, and I have a passion for games, programming, and art. I'm currently in my fourth year of undergraduate studies at the University of Ontario Institute of Technology in the field of Game Development and Entrepreneurship with a specialization in programming. For the past four years, I have worked with my peers to develop a number of games exploring interesting mechanics and helping to bring whimsical worlds to life.
As lead programmer of Ominous Games, our student-run indie development team, I have learned a great deal about the technology and business underlying game development. We're currently working on our first commercial title, and happy to have joined the professional game development community.
My love of games and game development has driven me throughout my academic and professional efforts. Programming and game art have formed the pillars of my professional interest in game development. My languages of choice are C++, C#, and Java, and I have worked extensively with the Unity game engine. In my spare time, I enjoy digital painting, and, of course, playing video games. I'm very excited to enter the industry as an independent developer and glad to be a member of the Gamasutra community.
In this post, we explore the applications of AI for UX evaluation in games, providing a high-level overview of how semi-automated approaches might shape the future of playtesting.
In this post, we'll look at how to create dissolution VFX using custom surface shaders in Unity. In doing so, I'll explore the use of noise textures, alpha fading, geometric parameters, and emission colours to create various dematerialization effects.
In this post, I discuss how user-centred design techniques from the field of human-computer interaction can be applied to game development. Specifically, I'll examine our team's process for developing platforming controls via the UCD approach.
A brief overview of our prototyping process for creating a dynamic camera in Unity supporting player control, camera physics, and cutscene animation.
In this post, we'll look at creating a custom surface shader that uses normal mapping, emission, rimlighting, and depth pre-pass to create a ghostly character effect.
Tearing your hair out over that ugly little textfield that refuses to cooperate? This post provides an introductory overview of the options available for Inspector and Editor customization in Unity.
[Blog - 01/02/2018 - 10:19]
Thanks And not at the ...
Thanks And not at the moment, happily split between work, study, and research, but I might put a few things on the Asset Store eventually :
[Blog - 09/19/2017 - 09:11]
We haven 't had a ...
We haven 't had a chance to try Cinemachine, as a matter of fact, but it does look amazing If you do end up using it, please do keep the community posted - looks like an excellent tool, not sure if it will prove to be limiting in certain contexts, ...
[Blog - 06/21/2017 - 09:09]
Hi Rusty, r n r ...
Hi Rusty, r n r nIt seems that the website I linked has been down for a few days, presumably due to errors or site maintenance. You can read an archive of the post on Wayback Machine just copy the URL from the link and look at the December 2016 ...