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  All posts by Lizz Rizzo

Global Game Jam Next 2019

About Global Game Jam Next The Academy of Interactive Entertainment and the Pacific Science Center will be partnering up once again for Global Game Jam Next 2019! Global Game Jam Next will be kicking off July 29th at the Academy of Interactive Entertainment. Located on the 4th floor of Seattle Center, the video game and […]

iFEST: Behind the Scenes of Demoing

Written by Anthony Ritchey Edited by Lizz Rizzo, Josh Curry, and Steven Hitchcock Input by William Pheloung, Allyson Woods, and Tim Cullings Photography by Emilio Cerrillo, Daniel Craig Beebe, and others, all credited in-line. Photo by Emilio A dinosaur sitting at our booth. After we demoed our game at SIX [Seattle Indies Expo] during the […]

Video Game Math: Polar and Spherical Notation

What is Polar and Spherical Notation? These systems are alternate ways of describing a position in space. This allows us a different way of calculating positions. Polar and Spherical Coordinates In a “normal” Cartesian coordinate system, you have coordinates in an (x, y) pattern (or (x, y, z) for 3D) – along with an arbitrary […]

Video Game Math: Parametrics

What are Parametrics? Parametrics are unusual in the fact that although they’re considerably more complicated when written out than your typical algebra equation. Most programmers actually use them without even realizing that they’re doing it – often without even knowing that they’re a thing! A parametric equation is a “Parameterized Equation”. In ordinary algebraic functions, […]

Video Game Math: Matrices

What are matrices? Matrices is plural for a matrix – which is a collection of numbers represented in a grid, very similar to a table or spreadsheet. They look a little like this. By itself, that collection of numbers is mostly meaningless, but if you use them to assign values – such as the coordinates […]

Video Game Math: Collision Detection

What is collision detection? Collision detection is one of the most important pieces of math for a programmer to understand. Why? Games are all about collision. Virtually everything you do in a game depends on collision. Whether it’s a bullet hitting a target, Mario landing on a platform or coming in contact with a pickup, […]

AIE Annual Luncheon April 23rd and April 30th - Academy of Interactive Entertainment

AIE Annual Counselor Luncheon April 23rd and April 30th

Thank you for your interest in learning more about the Academy of Interactive Entertainment. Please click on the button below to RSVP to either one of our counselor luncheons. These events are a great opportunity to learnabout AIE’s admissions events, and events that will  be hosted in your area throughout the academic year. You are […]

Video Game Math: Vectors - Academy of Interactive Entertainment

Video Game Math: Vectors

In this installment, we’re going to talk about Vectors. Vectors are arguably the most important kind of math for a game developer to understand, since so much of what we do revolves around them. Segments, Rays, and Lines In Geometry, you probably learned about some of the basic ways to express location, distance and direction […]

AIE Behind the Scenes: VFX Film Shoot - AIE

AIE Behind the Scenes: VFX Film Shoot

Film day for the VFX crew was set at the Book-It Repertory Theatre. From 7am to 5pm, the 3D Animation & VFX for Film crew was busy on set! Lighting equipment, dolly and camera equipment was provided by David Burns, a Seattle director of photography and long-time co-worker of Vic Bonilla, 3D Animation & VFX […]

Something Was in the Air at Emerald City Comic Con - AIE

Something Was in the Air at Emerald City Comic Con

Tarrance Tucker – Communications Coordinator, AIE Seattle Tarrance Tucker is part of the admissions team at AIE Seattle. His role at AIE is to spread the word about the Academy of Interactive Entertainment by going to events, conventions, festivals and meetups. When he’s not on the road, Tarrance enjoys family trips to Maui, watching sports, […]