Hello, my name is David Tse and I am the CEO and Technical Director at Subsurface Games. We are working on a zombie survival fps set in a procedural open world called Survive and are in need of a lot of art. I am planning a kickstarter for the game right now and I still need a handful of zombie models and textures before…
Hello, Polycount! As many of you probably have felt as well - sometimes making a game is more fun than playing one. That is why me and my friend, Oskar Selin, is working on a side project when the mood strikes. Since we are both artists (I'm an animator and Oskar is the 3d artist) we both have to learn and make the…
Project name: Carnage ! Brief description: Carnage ! is a 2D, top down view arcade shooter in the style of Smash TV and Geometry wars. In a small squared area, the player is confronted to many different enemies and has to survive for a set amount of time before completing the level. While each level is played in the same…
INTRO There are many ways to skin this cat, here will be looking at the processes we will use for Metal Shock Game.This Post Summarizes The PC Game development process from zero as an independent producer as I go through the steps of creating a next gen(?) game. The guiding philosophy is to fail fast, that means: 1. Find…
You shouldn't bake normals in zbrush anyway because you have no control, you cant use a cage, and nobody knows what its tanget basis actually is. Use xNormal instead.
Hey its my first post here. Hope this guide will help yall ! Couple of months ago when i started playing with Ue4 i was obsessed with terrain mesh blending. So i started searching but couldnt find any tutorial on how to do it. After some search time and experimenting i finally found a solution. It was already there but i…
Project name: Carnage ! Brief description: Carnage ! is a 2D, top down view arcade shooter in the style of Smash TV and Geometry wars. In a small squared area, the player is confronted to many different enemies and has to survive for a set amount of time before completing the level. While each level is played in the same…
ABOUT ME: I'm an old-school game developer - so much so that it's likely the projects I've worked on are older than most people here. One of my first jobs was working for Task Force Games, and I developed and programmed a number of BBS doors back in the day. Having been out of the loop for quite some time (as well as most…
Hi my name is Brian Choi, and I'm the student Art Director of "Core Overload," an Advanced Final Games project for the Fall 2012 - Spring 2013 year at the University of Southern California. Core Overload is an 8v8 online multiplayer spaceship shootem-up revolving around customized ships with component based destruction. I…
Brief description: I am a 23 year old PhD student from the UK who is currently making a space combat game in my spare time along the same lines as I-War 2 and X-Wing vs TIE fighter. I love space combat games and I feel that support for the genre has dropped off recently, so I wanted to make something with updated graphics…