If you want a fine example of a dumbed-down game insulting the predecessor game's audience intelligence then look no further than Deus Ex Invisible War. They had to do this for the console audience because 1. they whined about complex stuff 2. they whined about serious characters 3. they didn't think it was "COOL" enough…
Wow Scott. You have some great insights in there that really helped explain a lot of how the industry is working and probably will work to me. I have to admit that the most worrying factor for me is that jobs will become more and more specialized. I love trying to be good at almost everything, and I dont think I'd enjoy…
Hi all, I've been taking Alex Figini's concepting in ZBrush over on LearnSquared and I thought I would post my WIPs here. I hope I won't abandon this thread like my previous one. The world is set in Hong Kong, year 2084, where the Hong Kongers are fighting for freedom against China who have sent in legions of robotic riot…
I googled a bit and quickly searched through the polycount but couldn't find a wide answer. How actually the masked opacity is cheap or expensive for performance in UE4. The shader complexity in UE4 viewport shows the invisible pixels as red, from what I found this happens due to overdraw and the more overdraw occurs the…
Hey guys I'm considering to convert this concept into a Deathmatch level for Crysis. Now im sitting and staring at the pic and wonder how to get started the best way? I think a possible way would be to rought out the basements and the walls. Each layer from down to top. Then maybe painting the detailed geometry using…
Heyo, thought it might be a good idea to actually post something that I'm working on to get some input from you guys. I'm currently working on a scene which is intended for my portfolio (which I haven't updated in far too long). Anyway, here's the moodboard: I've however focused 90% (so far) on the middle-bottom picture. I…
So I'm working on my bachelor's thesis, and I could really use some references direct from a professional source. I'm rapidly drilling down to the questions I want to ask, and they may change depending on the person and projects they've worked on, so for right now I'm just looking for a few of kind souls who would be…
Hey everyone, I've just finished my HL2 SP mod, Transmissions: Element 120. Here are a few shots: And my launch trailer: https://vimeo.com/120983230 I did a lot to bring this source engine up to date. For example, I added new dynamic lighting, added the source shader editor and added a new post process for dynamic lens…
I recreated the opening scene of the first Bioshock game in CryEngine 3.5.8. Its central part is the Lighthouse, which is rather an entrance to a world under sea. Keeping in style with Rapture, the Lighthouse has intriguing elements of Art Deco. I loved working on this project, because it forced me to push myself further,…
Shout out to fellow XSI goers over here. I'm working on some assets for a dated engine that doesn't have fantastic lighting. So I've been trying to figure out any kinds of ways I can tweak the lighting per object. I'm applying illuminated decals (for direct light coverage) but for this engine, I need to also shade in the…