no story, no narrative, no anything like that. my perfect game is something that is as skill based as possible, and preferably player vs player. player vs computer or player vs themselves can be good, but player vs player has the most replayability. the game should be highly competitive and have a high skill ceiling so…
<p>Hey @Fabi_G and @pior,</p> <p>Thank you so much for the detailed feedback. I really appreciate the time you took to write all of this down to help me out.</p> <p>I have to admit, the comparison with the MGS3 boss caught me a bit off guard, but I genuinely appreciate your honesty. I know your intentions are good and you…
Real Alternative installs the Real codec without the player or any other crap (it comes with MPlayer Classic, though), there's also a Quicktime Alternative out there. Did you find any problems with it, Hawken?
Satisfied with blockout of the first three major areas. If anybody has some feedback about composition in general I'd appreciate it. At this stage it is still easy to make big changes. I have 2 more areas to blockout over next several days. I might make a build for play testing before advancing forward from blockout. I am…
Ok I watched the video: Great work! And it will hopefully convert a few disbelievers to the true path Just the sound is a bit strange, with the VLC player it stutters a bit, while with mplayer it doesn't. Not sure why
This is a piece I did as I update my folio with new work. Since where I work we dont get such illustration work the only way to have em in your folio is personal pieces. The aim with this piece was to up my fantasy illustration skills. C&C are welcome. All Photoshop with I think 48 total hours. (excuse the cheezy name :)…
Hey all! I'm one of the concept artists at Threewave that worked on the multiplayer stuff with Adam. Here's some of the concepts that I did for the game. **Note: Sandbag had mentioned that there is some single player content in these concepts. It never occured to me to necessarily mention it as being a concept artist,…
* It'll depend on the overall complexity of the kit and the player's camera perspective. I'd lean towards separating them for the sake of layer management . * Manifold meshes give you some wiggle room for tweaking/offsetting without light leaks, but you'll pay for it with your lightmap and you'll inevitably have some…
Hi! I think ziz makes a good point, the environment would benefit from some more geometric detail. I would look at the silhouette of things, that those don't read overly low res/ facetted. Situations that silhouette the most would be probably edges/ corners. I think generally having more geometric detail around camera/…