haha, wow...Thanks for all the support! @Meteora - Took me close to 2 months of work, that's including me learning how to use UDK and all of its features.
looks great. I would suggest really paying attention to the rigging for the cannons, if you are going to include cannons, but it looks like you've got things under control.
Keep in mind, working for the military as a government contractor, you will be in government paygrade including benefits. The benefits are by far the best you can get without actually being in the military.
Yes, we will be releasing it on PS3, Xbox 360, PC, and there will be several other ports including the DS and Wii. As far as working with the PS3, I'm just an art monkey :P
@luthyn - Thanks! Much appreciated. @josh_lynch - Thanks Josh! The notes earlier were very helpful. Next update will include my first pass at leaves. Stay tuned!
I remembered that there's this free book by Ari Feldman on pixel art. Chapter 9 is entirely dedicated to animation, and includes an analysis of a walk and run cycles. http://www.widgetworx.com/book/
It's possible to reverse-engineer all the assets with the included level editor. You can also extract all the textures by opening the .pk4-files with win-rar for a closer look.
the term to google is "texture atlasing" although it can refer to more than just 3D assets -it also includes for example 2D game sprite sheets. there is a polycount wiki for this.
Most MMO's are geared to provide gameplay for a wide variety of hardware, including gaming cafe machines. So they don't tend to push as hard. The more customers playing, the better.