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Blogs

Roger Hågensen's Blog

Currently works as a freelancer in addition to his EmSai™ projects.

Has adequate skills in PHP, HTML, CSS and PureBasic™, and some knowledge of C and related programming languages. Prefers PHP for web projects, and PureBasic™ for Windows applications!

Has a music talent, and loves to work with "soundscape" as he prefer to call it. This is his theory of how any sound (including silence) is part of a soundscape (aural landscape). Due to this he loves manipulating and engineering sounds, noises, instruments and more, then piece it together to make musical, ambient or effect compositions. He releases his musical works under the artist name Rescator™ and has 3 published albums available at indieTorrent, iTunes, Spotify, Amazon, and other services.

Is fluent in Norwegian (native) and English, both spoken and written forms. Understands Swedish, some Danish dialects, and the written form of both. Also understands most spoken German, and partly the written form.

Did some voice acting for Caravel Games's DROD game.

Considers himself an Absurdist and a Mentat, hence believing in Absurdism and Logic. He also likes to invent/create, be it standards, concepts or ideas, and also making stories, and being a generally weird philosopher.

One of the oldest members/co-founder, currently serves as technical staff/board member, and sometimes radio host at GridStream Productions™ (under the pseudonym Gridfan aka Lance Orbin), "GSP" is if not the very first, at least the oldest existing and most successful MMO(RPG) radio in the world! And as "Gridfan" ran a radio show for 2 years at GSP called The Lance Orbin Gridfeed.

Member Blogs

Framerate and Refresh, games and movies are not the same.  Featured Blogs
Posted by Roger Hågensen on Mon, 05 Nov 2012 09:56:00 EST in Design
Why does a 24FPS movie look better than a 60Hz game? Real motion blur vs fake motion blur. 30FPS vs 60FPS gaming. What is the difference?
Read More... | 13 Comments

Natural Dialog or Dialogue?  Featured Blogs
Posted by Roger Hågensen on Fri, 29 Jul 2011 03:10:00 EDT in Design
There is always more than one way to say something, sometimes multiple ways. This is true for movies/games/book/audio. The artistic vision may even call for un-natural dialog. This is a very basic list of things one should consider when writing dialog.
Read More... | 5 Comments

AMD HD3D: Quadbuffer Revolution
Posted by Roger Hågensen on Mon, 27 Jun 2011 07:29:00 EDT in Design
AMD HD3D + Deus Ex: Human Revolution = First real stereoscopic native 3D game! All those hundreds of stereoscopic 3D games you have seen so far have been mere 2D to 3D conversions, like all those old crappy 3D movies you remember.
Read More... | 0 Comments

Protect your user's login details, please!  Featured Blogs
Posted by Roger Hågensen on Thu, 28 Apr 2011 03:52:00 EDT in Programming
I am sure many are well aware of the PlayStation Network breach recently. I will give a short advice on a Best Practice that I hope all developers that have a login system will evaluate. Plaintext and simple hashing of passwords should not be done.
Read More... | 13 Comments

Chance, Probability, Luck, Percentage calculation for games.  Featured Blogs
Posted by Roger Hågensen on Tue, 23 Nov 2010 02:23:00 EST in Programming
When making games (and sometimes other software) where you need a chance of something either happening or not, it can get somewhat complicated to make it all work correctly.
Read More... | 12 Comments

The Ideal Copy Protection or The DRM That Works  Featured Blogs
Posted by Roger Hågensen on Tue, 16 Nov 2010 08:05:00 EST in Design
I will first describe the technical implementation, then followed by the benefits this has for legit customers and the drawbacks for non-legit customers. Aimed at MicroSoft Windows and PC Gaming in particular, but the principle applies to other platforms.
Read More... | 7 Comments

[More Roger Hågensen Blogs]   

Roger Hågensen's Comments

Comment In: Men vs. Women in Game Production Roles [Blog - 11/05/2012 - 02:29]

Hehe r n r nJust ...

Hehe r n r nJust to clarify something regarding my previous comment. r n r nI do embrace diversity. r n r nHowever I also embrace equality. Which means that to me it does not matter if you are male, female, black, white, brown, yellow not sure if that color ...

Comment In: Is Game Music All It Can Be? [Feature - 11/08/2012 - 12:00]

Has anyone else been annoyed ...

Has anyone else been annoyed by having to reduce the volume for SFX and Music, sometimes by more than 50 about 6dB reduction and still at times music or SFX drown out the dialog so you have to resort to subtitles to make sure you do not miss anything. r ...

Comment In: Quality of Life: Bring more snus! [Blog - 11/07/2012 - 04:03]

OT: I see you worked ...

OT: I see you worked at Starbreeze, funny with how people are incidentally connected. I 'm part of a volunteer community group in the MMO Anarchy Online, called Gristream Productions, GridStream is a in-game radio station, our webmaster and backend tools coder and on rare occasions a DJ , his ...

Comment In: Framerate and Refresh, games and movies are not the same. [Blog - 11/05/2012 - 09:56]

Indeed, stable framerate is the ...

Indeed, stable framerate is the core of the issue. r n r nBut comparing framerates to the mp3 and cd situation is not ideal. You would need surprisingly high refresh and rendered framerates to reach transparency like with audio compression. r nFirst of all 60Hz is not enough avoid flicker, ...

Comment In: An argument for easy achievements [Blog - 11/05/2012 - 11:00]

they know that it isn ...

they know that it isn t a tough challenge to walk straight in a game, even if it is fully reasonable for them to find it difficult having never used gamepads before r n r nIf it 's difficult for a beginner to walk a straight line with a gamepad, ...

Comment In: Notes from the Mix: Prototype 2 [Feature - 11/08/2012 - 12:00]

felt like it needed to ...

felt like it needed to be pushed a little louder to match competitive games in our genre ouch, ever hear of the loudness war r n r nI assume you meant that it felt like Prototype 2 needed less headroom or dynamics. r n r nAfter all, if I can ...

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