You're not gonna find a job where they let you program games and also make art for them, and frankly, if you try to learn both, you'll probably be sub par at both (unless youre just awesome which is possible i guess). I guess it would give you an opportunity to start your own studio and create a game almost entirely on…
Actually I think that's from TRON: Killer App, a sequel planned by Disney during the 80's that never made it. I'm not entirely sure though but a lot of the stuff from that script was adapted into Tron 2.0. I wouldn't be surprised if they used the content from that script in this movie though. As for the film: I loved it…
Wow. Who in the hell wrote the dialogue script for this game, and why is he still employed? So far the graphics are excellent. At times, only suitable for mature audiences. The enemies opening cinematic shows her well rounded ass as she glides along seducing her minions (why!?). Marketing gimmick? Some of the game artists…
I think it entirely depends on the game your trying to make. For an FPS, there is no reason to build an engine from scratch. The Quake3 engine is a extremely well done piece of work, which is completely free in every way. And if not Quake3, then Torque, or a Quake engine modification like Darkplaces and Xreal. But there is…
The vertex blending can be kind of expensive, it requires verts wherever you plan to blend, you can save the tris/verts and use a simple B/W map as a mask. There are a few options and you don't ways need verts. But it depends on what app/engine you decide to do the final scene in as to what methods will probably work best.…
Hey guys, I am no longer actively developing this, but as there's a lot of interest in it I decided to release the source files for the last version I worked on some months ago. Feel free to pick it up and continue dev and add features. The script has 2 functions, the workplaneon and workplane off commands. Basically…
I just ready this and I might haved missed it if mentioned, but it would be nice Normal Map generation tools that are friendly for game art, ie you could flip normals whatever way you want and you could easily tell the baker the way you want things mirrored. Realtime shaders that support mirrored uvs. A more streamlined…
Project Title: Undoing Introduction: We’re looking for passionate game developers to help revitalize Undoing, a multiplayer survival game that originally launched but didn’t gain the visibility it needed. Our goal is to refine and enhance the game using existing assets while creating new content where necessary. We're…
ROCKSTAR NORTH, the award winning developer behind Grand Theft Auto, is looking to expand their experienced and talented teams working out of the studio in Edinburgh. For the successful candidate we offer a highly competitive salary, a working environment second to none and an extensive benefits package. At Rockstar North…
I have been working with a fair number of multisub objects lately, I also work with groups a fair amount and have had problems exporting things if they weren't first detached from a group. Also I use the 3point shader for everything and multisub objects wont export correctly if you don't use a standard material. To get…