COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team…
Team name: Subterranean Games Project name: War for the Overworld. Brief description: This project was originally a dungeon keeper game but we recently changed to becoming a Spiritual successor. Read additional information for more information about that. It's been in full development since January 2011 and we plan to…
Please see below for the position description and here for screenshots and misc art. == About The Game == Best described as a single player, rogue lite/adventure in a humorous sci-fi setting. Play through the eyes of a spiffy space adventurer captain as he roams the galaxy with his AI companion, meeting friend and foe…
@Ashervisalis @Joao Sapiro Please see my comment above so you can get a better idea of what's behind the curtains. I can only afford to pay people based on how much money they bring me, as it's logical. Taking in consideration that I'm working on 4 different kind of projects at a time, and the person that's working for me…
Its actually not hush hush at all ha. Its simple straight forward stuff that we just polish really well. Dynamic Lights: Things like torches, flood lights or lanterns that cast light and would effect the players shadow are simple run time lights. These are of course expensive compared to pre computed baked lighting but…
yea it could come back to bite you. Ideally you should be including your software costs in the overall rate you charge. this means you probably can't freelance for 5-10 bucks an hour like some people do in a race to the bottom when bidding on jobs. another option would be to use free software like blender for most of your…
SP 2017.4 Substance Painter 2017.4 release notes. Added : * [Instancing] Allow to instantiate parameters across layers * [Instancing] Allow to jump between a source layer and an instance * [Instancing] Add a "instantiate across texture sets" action * [Instancing] Indicate in the layer stack re-entrant instances (cycles) *…
The amount of time really depends on the importance & level-of-detail for the vehicle, but 6 weeks seems like a long time for most game-quality models. 3 weeks is probably closer for everything other than 'hero' vehicles used in racing games, and 3 DAYS isn't unreasonable for low-poly, mobile games. Senior artists tend to…
Mcejn- Thanks! I'm glad I matched the body to the head. JohnnyRaptor- I'm looking forward to textures and poses as well! lotet- Thanks man AlexKola- Haha cool! spetch- Thanks Shawn! How's it goin? Don't care! skankerzero- Thanks Jesse! I'm pretty excited to start texturing this guy :poly121: killnpc- Gnarly dude! C86G- And…
If you were interested but didn't enter, what was the reason? Scope of the contest didn't seem feasible for me considering what I wanted to create and working full-time, family, etc. This was billed as a new-gen quality contest which excited me a lot, but also seemed really crazy when you consider how long that stuff takes…