"love/hate"
Hi, my name is Frank. I guess one could call me a generalist. When im hired at a studio, it tends to be for User Interface development, sometimes other areas of development like game design, level design, shader coding, lighting, particles, post-processing.
Frank Diaz
realityengine
I keep to myself and I make things. With years of experience in creative development, I specialize in turning concepts into reality through code, design, innovation & a sprinkle of mad science.
"love/hate"
"Beautiful sprite art & fun yet crazy hard gameplay."
It had more depth than most games on the console, but it was also dumb hard.
Full motion video in a time where it wasnt easy. The art, story, music, battle design.
"Dragon turds as diamonds."
My best friend and i would play this all night on weekends in the dark.
"Of course the head turn is iconic, but the tyrant section messed with me."
The story, the music, the gameplay. For its time, it was ground-breaking.
"That first enemy introduction was wild. That rat had a bad day."
This was my introduction to this type of gameplay before i had tried Rise of the Dragon. It had great music and elements from film i loved like Bladerunner and Terminator.
"Jean Lucs dome being popped off by a snatcher definitely sticks in the memory."
I loved the music, the world.. it was stupid hard though.
"Never made it far without getting roflstomped."
It was just the right time and place in my childhood. A banger that i still havent beaten.
One of the first games i can remember that had multiple endings. The music, the sprite work, the game design.. amazing... but F' Masa and Mune.
"Magus's whole introduction was great."
Would you kindly? The twist, the atmosphere of Rapture, and the philosophical themes made this a masterpiece of storytelling in games.
"I remember being on my first console video game project and playing the demo for the first time during lunch in a room filled with other coworkers. i stood there waiting for the cinematic to end because i didnt notice the transition from underwater to above water was real-time."