Hello Well i started out my career as a Game tester first because i was so passionate about playing games and i thought this would be perfect , but later when my interest shifted towards Art and Design , Simultaneously with my testing job i have learned the Art pipeline and have made a portfolio and also gathered knowledge…
Hello! Brief: I am freelance 3D artist focused mainly on mobile games. I want to expand my skills towards AAA-ish level design and then start shhoting for a position of a Level Designer. Goal: invent, design and create playable level for single player game. Goal of this thread: me learning new stuff. I'd appreciate any…
Hello every one, We are Techland Games, the developers of the Zombie smash hit Dying Light, and we have a mini challenge for you. We want to give you an opportunity to create an in-game t-shirt for Kyle Crane the main character of Dying Light. The best design will be put inside the ACTUAL game, together with the name of…
I'm still a bit confused by the care-free "polycount doesn't matter" attitude of Nanite. I know it performs amazingly well for static meshes, but I can't wrap my head around the logistics of importing 5M-poly meshes into UE5. 1. If you're importing ~1GB+ FBX files into UE5, wouldn't that be impractical just for syncing…
It will for sure. From a level design perspective I also found these. Gonna look for some proper courses as well these days. Never searched up level design courses to be fair so maybe I'll find something interesting. If i find smth interesting I'll post that here. So here's some stuff I found for fundamentals, with level…
Game design is a senior position at virtually every company (unless you start your own). Generally you need to have a lot of experience before even being considered for a role in design that would mean you have any say on project wide design concepts. Environment art/level design is a good start on that path though.…
As a 1 year in 3D college student, I think a good idea would be to start them out with a base design (2 image planes of a drawing) that they didn't do, and after they learn to get the basic modeling to replicate the design, they can go on their own to model extra details. To counter the above advice. Yes design is critical…
I also wanted to add that word "based" is pretty important in here. Is it an exact copy of a design or is it influenced or midly referenced? If you google fantasy sword design, then you find almost all of these designs pretty much identical. Just a counted number of variations. If you mix two or three existing sword…
dont want to be a jerk, but the grip doesn't quite look like its going to be comfortable to use. From a design point of view I think designers should always try to imagine themselves using the guns they design. And try to know guns better- it'd be awesome if one can try to design from mechanisms-even imaginary ones-…
Mockups and Block in's I had to go through a couple of variations first before picking a final choice. First Pass I wanted to get a small overall idea of where to go. In the end, none of these designs ended up working out. Second Pass In the beginning, I tried to fit the theme of Willy Wonka and Alice in Wonderland.…