My experience hasn't been in the game field, but in web/app development, and there it has definitely been worthwhile for me to rather leave a company and get a new job, than stay in the hopes of a decent raise to compete with salary trends and inflation. And each new position gained me at least a 50-60% increase, over the…
What is with Kojimas boner for that era in the MGS series... gimme some contemporary MGS stuff (sans Raiden), maybe in the years between MGS1 and MGS2 when Snake and Otacon had to go into hiding. There's even a mobile game coming out thats set in the 'Sans Frontiers' Big Boss period. 60's MGS is getting a tiny bit boring…
Its interesting that some of the designs of the Russians seemed more like flowers in the rocket packs versus the western versions of small sized cones in a phallic image. If people haven't seen it, Solaris (original) is a great counterpoint to 2001 for a kind of culture distinctiveness of 60's-70's viewpoints on space. The…
[ QUOTE ] [ QUOTE ] Now the real question is, will this game take more than 4 hours to finish? [/ QUOTE ] is that really important? I'd rather have a fun game than one needlessly extended to reach some mythical mandatory number of hours. [/ QUOTE ] That's fine and all but don't make it cost 60 dollars. That or give it a…
60 degrees is typically where I start to split, probably because Softimage by default automatically creates a hard hard at that angle. I don't strictly follow the guideline, but it's a good starting point. Also the auto hard edge is nice because you can easily tell when you go past that threshold, and you might decide to…
Hey Will, good to see you posting. My only concern with what you're doing here is presenting over 60 images. That's a bit excessive. For the site, just pick out a good variety of your best examples. Maybe 10-20 at most since you're showing lighting and assets. You'll still have all these images of an employer needs to see…
Is that coming from Jolyon Myer's pdf where he was reducing 50-60% of a model's polygon count by using alpha-tested planes for cylinder caps? I was always wondering if it would be worth it or not. On one hand polygons seem to be cheaper these days, but on the other hand it would take a fair number of them to get the same…
all unique textures everywhere you look at 60 fps on ancient hardware is pretty awesome. All the new screenspace rendered everything with pbr shaders looks pretty bad compared to Rage in my opinion. I'm sure Carmack will really be able to stretch his legs without having to support an art pipeline, and I'm pretty excited…
Your uv shells should take up the entire 2k texture. You are currently only using about 60% of the resolution a 2k texture will allow. At most for 2k you need 12 pixels of padding between uv shells. You have double and triple that in many cases. Why aren't you using the bottom right quarter of your map?
It is so nice that you're always here to help me out ;) Ok then I'll first will switch to 60 fps for my animations and try to implement a curve-based animation-speed-multiplier in mecanim. Only breaking the animations up into smaller sections feels bit.. cluttery? On the other hand it's straight forward.. I'll see. Anyhow…