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Jordon McClain is the Founder and CEO of a small indie game company called Steel Cyclone Studios. While working full-time to support himself, Jordon is a self-taught Game Artist, Designer and Developer in his spare time. Jordon is creating several video games built upon his in-house engine known as the Cyclone Game Engine. The Cyclone Game Engine is a 2D/ 3D game engine built upon MonoGame and the XNA Framework to help make it easier and save time creating games. The game engine is not perfect by any means. The game engine is still in its infancy stages of development which is why its not available yet to the community. The Cyclone Game Engine is primarily built to serve the needs of Steel Cyclone Studios' game projects. Once it is further developed, Jordon plans on releasing it. Jordon's ultimate aim is to make it into the video game industry and join the greats of game designers. In the meantime, Jordon is trying to hone his skills and learn as much as possible.

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Description

This is not the latest progress video but an older one. This is a short video showing that I successfully created a working 2D/ 3D menu system with the help of the game state management's screen manager. I also got the menu system capable of displaying splash screens with transition effects upon the start-up of the game. The menu system also supports 3D models within it and description text when you hover over different menu items. I also got a sky-box functioning in the game. This video also shows the lens flare effect functioning and placed over the sun on the sky-box. Its tricky when the program is drawing 2d and 3d together on the same screen under the 'Draw Method'.
Thanks to Shawn Hargreaves who provided the most efficient way to go in his blog post, I was able to fix my skybox. When I was mixing 3D rendering with 2D objects using SpriteBatch, I may noticed that my 3D graphics no longer draw correctly after you have rendered sprites. All of the models triangles and polygons appeared to be disoriented and stretched leaving tons of gaps and holes. This is because the SpriteBatch changes several device renderstates. At this stage the actual game is still in Pre-Production Phase of development and I won't be revealing too much until the game is near completion. For now, I am improving the game engine and plan to post more progress footage of it. To see more progress, visit the Steel Cyclone Studio's Facebook Page at: Facebook.com

Thanks and I greatly appreciate your support :-D