Reminds me of Kilingfloor a bit. I would personally try playing around a bit with some fog and lighting to try and seperate your planes out more, creating some more depth. if I look at your first image it's all a bit same-ish and it all blends together a bit. Use light and atmpospheric perspective to create depth and guide…
It does, but not exactly like you're thinking. The game has special shadow moves that the characters can perform, which are like powered up versions of special attacks. Basically when a player performs a shadow move the gamestate freezes for about 1 second, during that one second, a VFX will play on the player performing…
Watch out for that texture stretching under the roof. Especially because that is the part the player will see more. I always catch myself checking my buildings from the top down only and I will mistakenly spend too much time making the top of a building look good. Don't do what I do, be better than me :) ha ha. Take some…
Good luck in your studies! Learn much, and be a good team player. Do what you can to always strive to improve. I currently work at a university and one thing I see with our 2d/3d students is that they work hard to get in here, however when they are here they forget to work to improve, and then feel like the university did…
of course, I basically borrowed the code from some of the other hats and filled in a few blanks. I can't remember which one this is from - but I've tried a few different ones with the same result. "VertexlitGeneric"{ "$baseTexture" "models\player\items\engineer/kepi" "$bumpmap" "models\effects\flat_normal" "$detail"…
That report to me seems to grossly side step the fact that triple A titles have a very different target market to games like Angry Birds. Hard core gamers aren't going to stop buying expensive games when on those you can make clans, enjoy larger content with better graphics. Then there's the fact that e-sports is still a…
@JamesOrdner I'd agree that females are becoming more clothed, however personally I think majority of the time they are used for eye candy. @KurtRussellFanClub Thanks for the reply, some really good questions there that I'll take into account. For the paper I plan to collect articles, characters references and…
This is the result of a collaboration between myself and Richard Gardner. Really happy how it turned out, i learned a lot. :) Gray Rampart// This level was created using assets built by single player artists at Kojima Productions Japan and re-purposed them in order to create a multiplayer map. This level is the result of…
I guess I should clarify what I am going for here with these weapons. This is not for a game like Titan Quest, where the axe would take up, at most, 1/10 the screen if the player zoomed in. This is for a game like Oblivion or the likes where the axe could take up half the screen easily if the player is in first person…
For texturing this type of environment, I like to use a 'wall' texture (a darker, high in contrast/detail surface that the player can not walk on) and 'ground' texture (lighter, smoother surface) to represent where the player can go. Then build a transition texture to bring the two areas together, like this quick example:…