Hi all I was hoping for a little feedback on the look of a game I am currently developing, called 'The Tower'. It is a survival horror game set in a British tower block in the 1970s. Part story exploration, Part first person shooter. I am developing it in Unity3D. I have created the environment layout (building geometry,…
I appear to be a new person on these here boards. You see I'm quite confused that I've not noticed this forum before, I've been lurking around the Blender Forums for a few months as I've fairly recently gotten in to game design through helping a friend of mine develop a fairly ambitious open-world sandbox RPG indi game…
Our ideal candidate is a self-motivated, positive, Unreal 4 generalist who can hit the ground running not only making great looking art but also comfortable utilizing Unreal’s powerful “Blueprint” system to make these experiences come to life! This developer will create a wide variety of 3D game content using Maya, import…
Team name: ShadowyTree Project name: Dark Age Brief description: Dark Age is a 3rd person 3d role playing game set in the world of Entaria.It has been in development for a long time(since 2002).Though most of the work is one in the past 2-3 years.The game is currently playable. Target aim: To complete the game.…
Team name: ShadowyTree Project name: Dark Age Brief description: Dark Age is a 3rd person 3d role playing game set in the world of Entaria.It has been in development for a long time(since 2002).Though most of the work is one in the past 2-3 years.The game is currently playable. Target aim: To complete the game.…
Amplify Occlusion offers an efficient way to simulate realistic shadowing around objects, it can even account for light occlusion allowing for non-uniform shadows providing additional depth to scenes. Our solution sets out to offer the best of two worlds, it takes the best out of fast performing SSAO, the accurate and…
Or Momento Mori: Requiem. http://www.playrequiem.com/ Anyways, after taking a break from this game for about a year because this game had many bugs, I finally planned to go back and see how things are. The maps are slightly changed, there are mounts and questlines were fixed. It was amazing!! Until i realized that them…
Hello everybody, I am developing a VR multiplayer First Person Shooter, and I am contacting you because the coder I was working with dropped the project. This is why I am in search of a new programmer who'd like to join the project and help me, firstly, to release a demo of the game (and later bring it to a final,…
Hello everybody, I am developing a VR multiplayer First Person Shooter, and I am contacting you because the coder I was working with dropped the project. This is why I am in search of a new programmer who'd like to join the project and help me, firstly, to release a demo of the game (and later bring it to a final,…
Good news, it's totally possible! The shader actually requires the masks be separate, hence the extra input materials at the front end. All the mask slots are there, so if you have the individual textures it's actually a bit easier to set everything up properly. First of all you can delete everything in the Source 1 mask…