<?xml version="1.0" encoding="UTF-8"?><rss version="0.92">
<channel>
	<title>Bryan Duran</title>
	<link>http://ybdesigns.com</link>
	<description>this == my portfolio</description>
	<lastBuildDate>Sat, 01 Oct 2011 19:45:22 +0000</lastBuildDate>
	<docs>http://backend.userland.com/rss092</docs>
	<language>en</language>
	

	<item>
		<title>Sesame Workshop Game</title>
		<description><![CDATA[Over this past summer and fall semesters, I was fortunate enough to work on a research project with my professor Jeremy Gibson. USC partnered with Sesame Worshop to develop games for the purpose of observing how siblings of different ages interacted with each other when playing educational games. This game was developed for PC and [...]]]></description>
		<link>http://ybdesigns.com/2011/01/20/sesame-workshop-game/</link>
			</item>
	<item>
		<title>Inverse Kinematics</title>
		<description><![CDATA[This is a small flash project that I did for a computer graphics course at USC. It demonstrates inverse kinematics(IK) using the Cyclic Coordinate Descent(CCD) method. Enter the desired max length of the chain in the input box and then click the &#8220;Generate&#8221; button. Control boxes will appear on the left side of the chain. [...]]]></description>
		<link>http://ybdesigns.com/2011/01/20/inverse-kinematics/</link>
			</item>
	<item>
		<title>Procedural City Generation</title>
		<description><![CDATA[Last semester, I worked with a team to procedurally generate a city. We did this through the use of L-Systems. The grammar that determines the layout of the road is as follows: Axiom: F Rules: F -> F - F F -> F + F Symbols: F: straight line forward 2 units -: turn -90 [...]]]></description>
		<link>http://ybdesigns.com/2011/01/20/procedural-city-generation/</link>
			</item>
	<item>
		<title>Flocking (boids)</title>
		<description><![CDATA[In my first semester at USC, I implemented a simple flocking behavior in a computer graphics course using the three rules as determined by Craig Reynolds. The three rules are separation, alignment, and cohesion. Separation avoids colliding with other boids or obstacles. Alignment steers each boid in the general direction that the whole flock is [...]]]></description>
		<link>http://ybdesigns.com/2011/01/20/flocking-boids/</link>
			</item>
	<item>
		<title>Mother Nature</title>
		<description><![CDATA[For the past three semesters in the Advanced Games class at USC, I have been working with a team of talented programmers, artists, and designers on a gestural game called Mother Nature. Mother Nature was developed for the PC with the PrimeSense cameras; but just this week, we were able to move from using PrimeSense [...]]]></description>
		<link>http://ybdesigns.com/2011/01/20/mother-nature/</link>
			</item>
	<item>
		<title>Pencil Dog</title>
		<description><![CDATA[]]></description>
		<link>http://ybdesigns.com/2011/01/20/pencil-dog/</link>
			</item>
	<item>
		<title>Pencil Woven Basket</title>
		<description><![CDATA[]]></description>
		<link>http://ybdesigns.com/2011/01/20/pencil-woven-basket/</link>
			</item>
	<item>
		<title>Charcoal Soccer</title>
		<description><![CDATA[]]></description>
		<link>http://ybdesigns.com/2011/01/20/charcoal-soccer/</link>
			</item>
	<item>
		<title>Charcoal Teacup</title>
		<description><![CDATA[]]></description>
		<link>http://ybdesigns.com/2011/01/20/charcoal-teacup/</link>
			</item>
	<item>
		<title>Color Pencil Cardinal</title>
		<description><![CDATA[]]></description>
		<link>http://ybdesigns.com/2011/01/20/color-pencil-cardinal/</link>
			</item>
</channel>
</rss>

