Howdy y'all! It's been a few weeks since I finished school, I think it's about time I posted my final project and hear what you all think. This was my final project for school (3 year course) - my focus was level design, but I like to back it up with solid environment art as well. It took about 4 months of planning and 4…
Xperiment, is a free standalone FPS game. You choose one of three teams to fight for ingame. Each team having their own characters. Two of the teams are modern equipped soldiers. One team, is a post apocalyptic group. Living in slums, abandonned building, remote desert villages and onderground tunnel systems. They have…
Looking really good, I love it. If you’re up for it, consider adding a bit more story "gamification" to make the piece even more engaging. Try to tie your creative decisions back to function and context. For your bunker scene, this means ensuring each object reads clearly from the player’s viewpoint, that the environment…
Having this specific target (= a software that a splash art illustrator could use to fully replace Photoshop) is definitely interesting. You've obviously thought this through already but here are some thoughts : - First off I think the canvas control really would have to as close as possible to that of PS, or allowing…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
I imagine a level designer's portfolio would focus on different things. It's more about game play - making the level fun for players to explore, creating puzzles the players need to solve, etc. Probably has less to do with art. I may be wrong but I remember watching God of War 2 behind scene DVD and the level designers'…
I would like to argue that games have some severe problems when it comes to tackling heavy issues, because for it to be a game, you have to experience them, rather than see them. Is a cutscene of the player's character shooting the same thing as a first person shooter? Of course it is not. Is a cutscene of the player's…
well trying to reduce this to a high poly model i have been thinking about the background story of my scene. "Where the player would be looking from and how would he see" kinda thing so doing this i reduced the poly count on the cathedral by reducing it on the opper windows.. the ones that are farther away and a player…
But going back to higher prices will guarantee a piracy slump, guaranteed. Getting players to agree to a higher upfront cost isn't nearly as lucrative as a lower bar of entry, keeping the players in while getting a percentage of those players buying some small MTX every month or two. I think different game genres…
Katamari Damacy meets Marble Madness? That... actually isn't a horrible idea. If you played with the physics you could have a really unique puzzle game on your hands. Abosorbing metal could make you faster and heavier, water would make you slippery and glide around, any combination of elements would create unique gameplay…