Marc ten Bosch

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Miegakure

March 2009 - Present
Miegakure

Miegakure is a platform game where you explore the fourth dimension to solve puzzles. Our world is three-dimensional: width, depth, and height. But what if there was a fourth physical dimension that we cannot see, in addition to the other three?

Designing to Reveal the Nature of the Universe

October 2011
Talk, Game Design
Designing to Reveal the Nature of the Universe

A talk in collaboration with Jonathan Blow Any system of interactivity can of course be explored: If X happens, what are the consequences? What are all the ways in which pattern Y expresses itself, and to what do those expressions lead? By inspecting the structure of a system in this way, we can find the core ideas of the system, and see how those ideas illustrate fundamental truths of our universe.

We present a game design aesthetic that values looking for systems that express these truths in the cleanest possible way. We explain how this is different from more-traditional combinatoric design techniques; we show examples from our games and describe a method for applying the aesthetic in general.

Entropy Prototype

January 2009
Physics, Procedural
Entropy

A musical painting experience from one hundred miles above the earth. A continually evolving musical score underlies the creation of realistic cloud and land formations. Less of a game, more an experience that is meant to be savored. 5 person team including an artist and a composer.

PrometheusZ

September 2008 - January 2009
Puzzle
PrometheusZ

Innovative Cooperative Shoot'em up. 1 person team / 3 months. PrometheusZ is a vertical shooter with a unique gameplay mechanic that gives it puzzle-like aspects. In PrometheusZ you can shoot a beam of light that attaches itself to certain spots on enemies and environments. You can use it to attack from the side or the back, grab onto/pull/spin other ships, destroy bullets and much more.

Restricted Coloring using Saliency-based Image Segmentation

May 2006
Non-photorealistic Rendering, Image-Based
Restricted Coloring using Saliency-based Image Segmentation

Two different methods of restricting the number of colors used to draw a certain image, while preserving detail in salient regions. In both methods, images are segmented based on saliency data, assigning larger regions to less salient areas of the image, and filling each region with its mean color. (With Jae Lee, S.)

  • SIGGRAPH 2006 Poster Session
  • Student Research Competition Grad-level finalist

Nonconvex Rigid Bodies with Stacking Implementation

February 2006
Physics
Nonconvex Rigid Bodies with Stacking Implementation

Convex rigid bodies with collision, contact, friction (kinetic, static), stacking, and fracture. Implemented the Nonconvex Rigid Bodies with Stacking paper by Guendelman et Al.

Real-Time Hardware-Determined Feature Edges

May 2005 - May 2006
Non-photorealistic Rendering
Real-Time Hardware-Determined Feature Edges

Hardware silhouette detection and rendering. I implement and extend Morgan McGuire and John F. Hughes's Hardware-Determined Feature Edges, and introduce the notion of a "partial silhouette". Using the default algorithm, as the scene changes, different contour edges are identified, creating an unpleasant "popping" effect. To remedy this, I transform the discrete version of the XOR into a continuous version.

  • NPAR 2006 Poster Session

Real-Time Non-Photorealistic Paint Spreading using Stencil Volumes

April 2005
Non-photorealistic Rendering, Physics
Real-Time Non Photorealistic Paint Spreading using Stencil Volumes

I borrow the concept of a stencil volume from shadow volumes and apply it to the simulation of a fluid spreading on a surface, without resorting to a texture-based approach. I introduce stencil paint volumes that grow in real-time using a physically-based system. Points inside the paint volumes are rendered in color, and those outside in black-and-white.

  • SIGGRAPH 2005 Poster Session
  • Student Research Competition Undergrad-level finalist
  • Developed for the game Orblitz

Non-photorealistic rendering of trees and smoke using billboards

February 2005
Non-photorealistic Rendering, Trees
Non-photorealistic rendering of trees and smoke using billboards

I apply and extend Morgan McGuire, Andi Fein, and Colin Hartnett's Real-time Cartoon Rendering of Smoke to the rendering of Pen-and-Ink Trees. For trees, the goal is to mimic the style of Computer-Generated Pen-and-Ink Illustration of Trees by Deussen and Strothotte.

Non-photorealistic Shading

January 2005
Non-photorealistic Rendering
Non-photorealistic Shading

Researching and implementing NPR shading models such as Pen and Ink, Celshading, Gooch shading, Anisotropic lighting. Introducing "Goochel" shading, a combination of Gooch and cel-shading :) It applies the celshading step function to the full range lighting dot product (as opposed to the clamped dot product of Phong shading).

Raytracing / Photon mapping

October 2004 - February 2006
Rendering
Raytracing / Photon mapping

Photon mapping is an extension of ray tracing that can handle Caustics and Diffuse Interreflection (Color Bleeding). Ray tracing using Local and global illumination models, reflection and refraction using Fresnel equations, shadows of transparent objects, and more...

Orblitz

September 2004 - July 2005
Puzzle, Non-photorealistic Rendering, Physics
Orblitz

3D Physics Based Puzzle Game. 4 person team / 11 months. Orblitz is a 3D physics-based puzzle game, a cross between Marble Madness and Lemmings. Responsible for: Game/level design, Graphics code/shaders, Rigid-Body Physics, Gameplay, Art.

Advanced Animation and Modeling

May 2004 - July 2004
Animation
Advanced Animation and Modeling

At DigiPen, CS460 is divided into 4 coding projects: Skeletal animation; Path following and motion blending; Inverse Kinematics; and finally Rigid Body Dynamics. Subjects such as animation file formats, quaternions (interpolation, splines), and Catmull-Rom splines (my favorite kind :) ), are covered in the process. I was also the TA for the class, where I lectured about importing data from animation file formats, making an exporter for 3D Studio MAX, and other topics.

2D Skeletal Animation and Character Editor

September 2003 - April 2004
Animation
2D Skeletal Animation and Character Editor

Character and animation editor for Crimson Legend. Our goal was to create a 2D fighting game that did not require us to draw each individual frame of animation. We decided to design a 2D skeletal animation system, similar to what is done in 3D animation and modeling package such as Maya, but in 2D.

Crimson Legend

September 2003 - May 2004
Animation
Crimson Legend

2D skeletal animation fighting game. 5 person team / 7 months. Crimson Legend is a fast-paced, two player only, 2D fighter featuring cool dark characters with outrageous powers and speed that encourages aggressive gameplay. Responsible for: Technical direction/design, scheduling of milestones and tasks.

  • Development of skeletal animation tool used by artists to create all the characters, animations and other content

.eXegone

June 2001
.eXegone

Old Interactive portfolio collaboration. Digital art, skins, icons, photography. Making this site would be so much easier now that we don't have to split things into tables!

  • HTML, PHP, MySQL, CSS, Javascript