This
is what I’ve been told by my level design teacher: * Level
Design is about 2 things: * Can
you create believable spaces – This is doesn’t mean realistic, as not all games
are realistic, but it means that you need to be able to create spaces that have
history and have realistic structure. Your levels should tell a…
Hi there, first time making a thread here. If anybody wants to follow the progress in any other place feel free to check my Twitter and Tumblr: https://twitter.com/Wabbaboy http://wabbaboy.tumblr.com/ So, I'm a 3D artist living in Europe, I don't have professional experience but I worked in a couple of quite long student…
[FONT="]YAGER is an independent developer of computer and video games based in Berlin, Germany. We are specialized in the creation of AAA, multi-platform action experiences, for a global audience. Attention to detail is a hallmark of our development; from refining game play to the point of excellence, to instilling…
Hello everyone at polycount, we thank you for taking the time to check out our project. About this project The Death Games, an ancient and secret tradition of arcane combat pits twelve of the most powerful mages in a no holds barred tournament. The winner is granted the favour and divine power of the Gods, making the…
LucasArts is a leading publisher and developer of interactive entertainment software for video game consoles and personal computers. Newly based in San Francisco, California, LucasArts was founded by George Lucas to provide an interactive element to his vision of a state-of-the-art, multi-faceted entertainment company. In…
Hi there, close to a year ago I posted about a project I'm heading up. Ground Zero is a character-driven, post-apocalyptic RPG being developed as a total conversion for Doom 3. We're still moving along and could use a hand (or 10) if anyone is interested in collaberating on this (link: www.groundzeromod.net) The premise is…
Hey guys, So ive been working on the game for around 1.5+ years so far and we are now on a point where it is somewhat presentable. The game is a unforgiving dungeon crawler or rogue-like shooter, everything is very powerful and the machines are relentless. Autocannon turrets rip you to shreds if you get hit, dodge mortars…
Its pretty hard to judge the state of Creation Engine since you only see the improvements when the next Elder Scrolls or Fallout game is released. We saw the GI and material systems change radically between Skyrim and FO4. Things like cloth simulation have been modded in. Every element being interactive is a Bethesda…
I made a cheap IMM brush for tassels but only as placeholder- as I figured I can save more triangles in the tail ends if they were alpha planes (like hair). the top rope part of it is a lot easier done with curves especially if they are interacting with other models / parts.
We do use OGRE, but we developed custom shaders and production pipeline based on Maya. Everything is real-time, lighting is interactive, no global illumination tricks for now, just direct lighting and some ambient occlusion maps. And a lot of real time post processing too :)