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Goodbye Old Paint. I'm Leaving Cheyenne.*

I've been at Microsoft, working on video games, for 10 and a half years. For 10 of those years I've worked on one Flight Simulator title after another, lastly holding the Art Director position for ACES studio-- makers of Microsoft Train Simulator, Combat Simulator, Flight Simulator and now ESP. I've met and worked with great people, and I'm proud of the work that we've done.

All things change though, and so it's my happy opportunity to tell y'all that I'm leaving Microsoft (my last day as a full time employee will be Friday December 21, 2007) to pursue my first love:

Fine art.

I realize that may induce a few 'hunhs?!!?' in the audience, but before I started pushing pixels around, I was a traditional artist.

So, yep. I'm going home to paint pretty pictures, and hopefully to sell enough of them to buy food and pay the mortgage.

I of course have a website:

http://www.jasonwaskey.com/

And while I haven't been blogging regularly here, I have been doing a bunch of blogging here:

http://jasonwaskey.blogspot.com/

Please stop by, and take a look. Sign up to have paintings delivered to your e-mail inbox as I post 'em!

Heck, while you're at it, buy a couple! :)

Happy Trails,

Jason Waskey

 

PS

I'll still pop up at ACES now and again to do some side work for the studio, so y'all haven't seen the last of me yet...

 

 

*Lyrics

 

 

Posted by pixelpoke | 5 Comments

Creeeeeeeeeeeeeeeeeak.

I'm not back yet.

But I did clear out some of the comment spam. ugh.

Posted by pixelpoke | 4 Comments

Free Money? No! A Blog post about Flight Simulator X

A blogpost, that I might add, which has nothing to do whatsoever with free money in any way shape or form.

In the bunco squad we call this "bait and switch."

Sim-Outhouse got a few screenshots of FSX the other day, and one of the fellows who frequents over there (MCDesigns; aka "Michael") noted...

"Still concerned with the prop blur on the bell..."

...which is in reference to the fact that the Bell 206B we model has two blades, while in the screens it looks as if it has four. You can see a different version of the "more than two blades effect" at the FSInsider site. In the example just linked, it would appear that there are five blades...

So what's up with that? In an image from the previous version of FS you can see that we modeled  the two blade effect. (hat tip to Avsim for the image).

Here then is the repy I gave to Michael:

"Hi Michael,

We've done several versions of the Bell over the years, and one of the things that's felt particularly anemic to my eyes has been the prop effect.

We've always used a two prop blur effect, and the thing is, it just doesn't look like what you see in real life. Sure, when you see a photo of a 206 prop, you see two blades.

We've tried a few different effects, and have settled on the effect you see reflected in the shots floating around. I know that it looks a little off in a static screenshot, but I hope you'll like the result when it's in motion, in the sim."

So what do you think? Should we model to what people might expect-- the reality as seen from a photo? Or should we err on the side of what we think looks more real in action? I think that there are valid reasons to do both, but at the end of the day customer expectation has to play a part.

In the next couple of months I'll get some video out that shows the effect in motion, and that should help folk make up their minds. But in the meantime, don't be afraid to chime in. What do you think?

PS:

Here's Michael's answer:

"Very true Jason, a real pic looks pretty much like 2 blades with even less of a blur than in the current texture and when spinning, looks like the new blur. I am a heli fanatic and have repainted nearly every model that has been in FS since FS2002 and the rotor blur has always been something I am very critical off. If the new one is still based on a texture, then we can alter it for personal preference once it's released, so no worries."

And you can read the whole thread here.

 

Posted by pixelpoke | 245 Comments

added another former ACES team member to the alumni roll...

Niniane's had a blog around for a while now, I just keep forgetting to add it to the roll.

I was reminded of Niniane's blog by former ACES team member Steve Lacey (wow! now there's a blast from the past!) who sent along this link:

http://www.valleywag.com/tech/google/niniane-the-google-blogger-156128.php

 

 

 

 

Posted by pixelpoke | 2 Comments

Another new blogger from ACES...

I'm hoping we get more than one post out of this fellow...   :)

http://blogs.technet.com/p-12c_pilot/archive/2006/02/21/420153.aspx

 

Also added to the blogroll (and Lacey has been moved to the alumni roll)

 

 

 

Posted by pixelpoke | 340 Comments

More new FSX screens are up...

This time over at Simflight.com

http://forums.simflight.com/viewtopic.php?t=49582

(notice how I started naming the screenshots with a little more info?)

I wonder where they'll pop up next...  ;)

Posted by pixelpoke | 8 Comments

First rule of Fight Club? You do not talk about Fight Club

As we move into the six month of ACES team members writing blogs and interacting on Flight Simulator user community boards, I thought it appropriate to point people to this gem from Guy Kawasaki (former Apple evangelist):

http://blog.guykawasaki.com/2006/02/the_art_of_crea.html

(found via Scoble)

For an entertaining read, check out the comments...

Posted by pixelpoke | 11 Comments

Are we there yet?

We released some new screens of FSX lately, and as I read over the reactions, one of the things I see are folk asking for shots of this and that. I'd like to take the opportunity to point out that we're not done yet! :)

We try not to show stuff off in our screens that isn't representative of what we expect to ship.

I'll quote an exchange I had with a nice fellow at Sim-Outhouse:

Quote:
Originally Posted by Tom Clayton
For Jason, or any other MS staff member:
Have any of the features of FSX been "frozen" yet,
or are there still tweaks being implemented across the board?

If this is one of those "I could tell ya,
but I'd have to kill ya" things, I understand - just curious.

I wouldn't have to kill you, just disable any ability you have to communicate with the outside world.

Not all features are complete. The feature set is pretty much frozen. There will be user feedback wrapped into the product (via the beta program) before FSX hits the shelves. Not all content scheduled is complete, but some areas are more complete than others.

There are tweaks being done across the board.

Nowhere near all new features have been dislosed yet.

Cheers,

Jason
Posted by pixelpoke | 6 Comments

Out in the back of the Beyond? No! Urban living at its finest.

Remember the coyote I talked about in this post from September: http://blogs.technet.com/pixelpoke/archive/2005/09/30/411829.aspx?

Well I think he may have followed me home. I saw another coyote about two blocks from my house.

I live right in the heart of the city...

Posted by pixelpoke | 1 Comments

Testing, testing, 1.. 2... 3... revisited

I hate reusing titles, and I've used the one up above (Testing, testing, 1.. 2... 3... ) before. But ah well... I'm lazy.

Sometimes Mike Gilbert (tdragger) and I talk about various posts we intend to write. Mike, being both a better write and a faster typist, usually beats me to the punch.

He's got one of those that we've talked about here. Go read it. Great post.

Anyway, in the comments section, Nick Landolfi, who is taking a game software development class, said:

"My impression was that there was only one test plan, and its purpose was to test the finished product. I never realized that there could be multiple test plans for individual features, or feature sets..."

I thought it might be interesting to talk about how that applies to at one of the art areas.

From the visual side, we've seen a real jump in what we're able to do to make things look more like their real world counterpart.

We saw a pretty big jump in visual quality from FS 95 to, oh, say, FS 2002.

But with the advent of more stuff (exteriors, transparent parts, interiors, more vertices, extra textures, new shaders, etc.) being available to simulate objects on screen, the accuracy of what we do also has to increase.

In FS 2002, much of the beginning and middle part of our visual aircraft development process was left up to individual artists. This gave us a mix of quality and visual accuracy in our models and textures. When we got to the end game, we saw a lot of bugs. Enough bugs that what we shipped was not representative of what we were capable of shipping.

So in FS 2004 we instituted some new procedures, one in particular meant that Test (QA) got involved in much earlier stages. We decided to establish mini "test milestones." First off, we'd have a test pass on the source we were using. For FS 2004 this managed to catch the fact that we were planning on modeling the wrong engine variant for the Ford Trimotor we were doing. This saved us a bunch of time later on-- changing a modeled and textured item takes a lot longer than doing it right the first time, and heaven forbid if it means that you have to ship the bug because it was too late or too risky to change.

Next steps up tested the unskinned model, the textured model, the animations, and then finally the LODs.

This adds some extra time to the art development process, but cuts down on bug fixing later, and raises the quality and consistency bar across the board.

Take a look at the default aircraft we shipped in FS 2004.

There are some aircraft that we carried over from the previous version, like the 747, 737, Bell 206, Cessna 172, and a few others. They didn't change visually from the previous version (aside from some repaints).

But the new aircraft that we did, they're a lot better. Compare the Lear in FS2000 to the Lear in FS 2004. Take a look at how nice the DC-3 is.

Now apply the same process to Flight Simulator X's default aircraft... 

And a note for those among our users who never fly the default aircraft:

Raising the bar on the default aircraft raises the bar for everybody. ;)

 

.

 

Posted by pixelpoke | 7 Comments
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