Personally I don't think this is something that needs to be decided on ahead of time. In short, visual quality should be balanced with performance in engine, and ideal resolution can be adjusted as the game grows. Author textures at as high a resolution as possible without creating undue burden (file size too big, too much…
Sure. There are games made as learning projects. There are games where the requirements are very different from what any existing engine supports (e.g. Minecraft). And there are games where the engine and the game are developed in tandem, though there's normally the expectation that future projects will reuse the same…
I am working on a Fighting Arena based in the Pokemon world. Similar to the fighting arena in the Pokemon Detective Pikachu movie. Arena concept by Concept Art House: Lighting reference: https://youtu.be/6ooNSgAnOoc I did Basic Blockout in Unreal engine using blockout tools. I'm currently adding assets to create an asset…
Hey KKVALENTIN, No real idea of how to break in into the industry as a vfx artist, I started of as a 3D artist. My general advice is to start with pick an engine and learning the basics of several fields. I'm biased but I would (as you seem to have done) start with the Unreal Engine. Download the Unreal Tournament version…
Mech 2 v1.0 / 1.1 ran native in DOS in (if I recall correctly) Protected memory mode, something pretty novel at the time. It's what allowed them to squeeze unaccelerated 3D graphics out of late 486s and the first Pentiums. It was later released in a DOS / Win95 dual native release, although the Win95 implementation was…
Small Update: There are several prospects that have decided to try out for the project, but the game really needs a coder. Also the game has been cut to the core of game play to make the project easier, fill the "meat and potatoes" of the average gamers needs first and ensure quality content. IE The game is now going to be…
In the area of Engine development yes but Epic has only 120 people (Wiki) and can maybe afford to live from the engine alone. A bad Gears of War or Unreal Tournament can be survived. Compared to Crytek Epic is the small niche but with greater success in engine licencing.
Is this for working in game engines or working mostly non-realtime work? If it's for working with game engines, you can get a prebuilt gaming PC cheaper and with parts closer to what you need with sites like ibuypower.com A quadro or workstation GPU is not going to help with game engines.
Yeah, this is meant to be an all-purpose editor. I have no desire to try to emulate the Unreal editor, or other editors that are closely tied to one engine. This is meant to support a lot of different engines, and at the same time, give me an editor to build my own engine on top of.
I can't see why Spicy Horse went with the Unreal 3 engine for Grimm, they could of pulled of the same game with less complex and far cheaper engines with the added bonus of running on practically any PC out there. Look at Gravity Bone, that's using the Q2 engine.