Moon Rock Industries is an ambitious and creative team aspiring to make perfect games for the iPhone and Android. Our aim is to develop small, yet fun and original mobile games at a fast rate, in order to provide our staff with a plethora of titles to add to their resume. We strive towards quality as well as quantity. By…
Moon Rock Industries is an ambitious and creative team aspiring to make perfect games for the iPhone and Android. Our aim is to develop small, yet fun and original mobile games at a fast rate, in order to provide our staff with a plethora of titles to add to their resume. We strive towards quality as well as quantity. By…
Hi there fellow polycounters, we're Klonk, a small German indie game dev team currently working on a two player co-op platformer called Mercury Shift 3D (working title). It's a more advanced implementation of our initial flash game "Mercury Shift" release in 2012. In Mercury Shift 3D grab a friend (or play solo) and…
Senior 3D Animator Fixed-Term - full time Location: Skövde, Sweden What it’s about Are you an experienced Animator with a background in the gaming industry and experience and passion for animating game characters? Are you passionate about gaming? We have an exciting and challenging opportunity for you to become part of our…
Hi! I am Timna, a junior 3D artist with 2+ years of experience in personal projects, particularly interested in prop and environment art. I am seeking an opportunity to work in an team where I can contribute my creativity and grow as a professional. I aspire to enhance my existing knowledge of industry-standard…
Thank you guys, @Holi: Good point man, we are approaching development by layers since we are just 2 guys.The environment still on very early stage, just grid units are established and environments are pretty much binary on the grid. Each "world" will have its own shape language. @lotet: Oh yes! if we take the screenshots…
AzzaMat: If you allow the player to move in the world then in a long enough run you'll start running out of mathematical precision. Actual limit distance depends on how your base unit is stored and how big that is. Its an edge case scenario, but it makes your endless runner not actually endless. Especially if you get way…
Hi James. This is currently being rendered in Arnold for Maya. I haven't done any development in Unreal yet, so parallax occlusion wasn't something I'd heard of. It sounds similar to a displacement map, but in Maya it tends to have an impact on render times and requires fairly dense geometry to work properly.. I do plan to…
Hi mromgwtf, I'm sorry you feel that way. The purpose of the lines on the rubber material is to have variants of each material. For instance in the Gold material you pointed out that has the floral pattern on it, it is simply one of the variants I shipped in the package. There are more traditional flat and unrefined gold…