Hi guys! It's been a while and I'd love to share one of the 40 game characters I did for an upcoming adventure puzzle at NineZyme. There are more shots, WIPs and video turnarounds on my Artstation (link) I was responsible for the design, 2D concept and 3D modeling of this character from start to finish: She is about 20K…
Hey folks, I teach at Staffs University in the UK home of the Epic Games Center. We are expanding our teaching team this year with a variety of full time lecturing positions in Games Tech. The available job titles are 2 * Lecturer Games Technical DesignLecturer Games Studies Lecturer Games Art and Animation 2 * Lecturer…
We are no longer accepting applications for this job. Thanks for the overwhelming interest in joining our team! _____________________________________________ We’re an experienced team who are having a lot of fun working on our upcoming indie game, Luma Island. https://store.steampowered.com/app/2408820/Luma_Island We are…
If by production you mean animation/pre-rendered: Yes, you'll need to model in a way that things don't slide around much. This means much more evenly gridded meshes, less lowpoly. If games ever take the step towards realtime sub-d, we'll all need to learn what animation artists have been doing all along, as UV…
http://kotaku.com/gaming/going-down-south/game-devs-get-incentives-to-move-to-texas-267686.php The Texas game development finance provisos http://www.joystiq.com/2007/06/11/the-texas-game-development-finance-provisos/
Finally sharing my latest personal project. An environment for use in a real time game engine, rendered in Unreal 4. https://www.artstation.com/artwork/18a9lK Everything was created by myself, apart from some of the decals and textures that were sourced from the internet/other projects. MidJorney was used to generate the…
Hi everyone, I've been learning modelling for about half a year now, but I am still confused about workflow for game-ready hard surface modelling. I have seen different workflows like: 1) Perfect quad (low-poly) -> SubD (high-poly) -> bake (game-ready) 2) Boolean, quad, etc. (block-out) -> fixing & SubD / dynamesh /…
Who we are: Hi, my name is Dawson. I'm a professional developer for a major US tech company. Outside of work, I'm a writer and occasional game developer. I'm working with a friend who is a developer at a different major US tech company and a talented musician. What I'm building: a cute mobile 2d game where you run a cafe…
HI, and welcome to Polycount! Early 3d games were made to run on very limited hardware, which could not render complex 3d shapes. The hardware could only render very few points at a time. So the models had to be very blocky. Blockout means using simplified shapes when designing a 3d model, or designing a game level. This…
Here is my little brain fart/saopbox... How Digital distribution can kill the brick in mortar stores like gamestop with out killing game devs. The key is resale. Take a systems like steam where you can buy games digitally, and allow people to sell their game back at percentage of the rate that the game is going for at that…