Techland, founded 1991,is the largest game developer in Poland. Our games, including Dying Light and series Dead Island and Call of Juarez, have been published globally and won millions of fans. Theinternational success of Dead Island (more than 9 million copies sold) reinforced our position as creators of top-tier…
Hi! I’m gathering a small team to develop the first act of a game in the style of Until Then or OPUS: Echo of Starsong. What differentiates the project: The game's emotional narrative is its heart. The first act is fully written and revised, with strong positive feedback from test readers — the main reason I started…
Hi! We're developing a stylized top-down Action RPG with 2D pixel art and mixed media elements. The project draws inspiration from titles like Hyper Light Drifter and Omori, blending expressive pixel animation with surreal, reality-breaking environments to suit our game's emotional narrative. Our current team includes two…
Hi folks! I modeled this crate for modeling/texturing practice and when I imported into Substance and textured, I noticed the UVs were strange on the back bottom plank and the side. The other sides are okay. I transferred UVs on some of these but not all, however, I deleted history and did everything correctly in that…
1) what Swizzle said 2) apply value/colour compositional theory to make your game more readable; the player needs to know where to look, so show them. Put together a broad palette for your level and use your saturated colours and accents in the important things - the track, the boundaries, your actual player! Use your…
Hats off Lee, the graphics look great, I like the unique color palette you guys got going. The only thing that bothers me about the graphics in this game are the faces on the characters, they seem to lack "soul" like in Star Wars Galaxies. Characters were too thin and lacked personality. I've actually never been a fan of…
Looks great. However what I think made Metro 2033's scenes so memorable was how they played with darkness. The fact that we can see to the end of your map takes away from the intimidation factor of your level. I would probably suggest adding some negative lights in the far off distance to give your level a greater feeling…
The HUD doesn't have to be a masterpiece in itself. You need to have a high recognition factor in your numbers and make the user able to tell the values apart with a simple glanse. I think you should leave the metal clean, try adding some color to the actual blips instead. It'll make it easier for the player to tell them…
origonally by MoP: Design a really cool single-player game. Good single player experiences are thin on the ground these days. A proof-of-concept FPS single player game with a good engine, 2 or 3 different maps/levels, a few different enemies and some innovative ideas will be much easier and faster to produce than an MMO,…
A game isn't just about graphics though. That's what I keep trying to get at. I did throw in some examples of graphics between systems, but the next gen consoles will also allow for more content in the game. As I mentioned in BF3, the PC gets 2 more objectives on most maps. They get more vehicles. In MAG, they were able to…