Thanks for the feedback guys. By publishers I mean not ubisoft or thq but more like "mid-sized European publishers" who do "indie" titles. Nowadays, without a publisher even getting on steam is difficult. By indie here, I'd mean early days of mount & blade or amnesia. One programmer did all the programming, one animator…
For the Bridge, each screenshot you have are all pretty similar. Try picking 3-5 angles of what you want to show off the most... your best work, and post those. Right now I feel like I'm looking at the same thing in each screen and neither of them are telling me what's going on here. Is that a giant robo-arm or something?…
Yep overdraw and opacity sorting can quickly become huge issues so you want to limit the amount of opacity maps you use and their impact on the scene. If your map has a lot of opacity dead space it's generally a good idea to trim the geometry tighter to the opaque areas. This helps if the geometry is set to cast shadows to…
I guess that raises question(s) that I have had during the production of environment pieces with normal maps, especially with a portfolio piece in mind... given the fact that buildings and assets within a game can be viewed from very close or very far, what is the target distance for them to look their best? I would…
Make a test scene with as high-def textures as you'd like to go and around the same detail-resolution as you'd like to hit. Then you can always do stupid crap like spamming different unique models and textures all over the place to try and get a better grasp for things. Just spamming one single asset all over the place…
well you might heard that Ascaron went bankrupt again, and it illustrates very well how the general german game scene stands. I know one previous co- worker of Ascaron and he has no bright stories to tell how working there was. Lucky for him as he left them on the right time and founded his own company. At times they…
I saw the demo of this and it was by far the coolest thing at the show. What the article doesn't talk too much about is that all the artwork in the game is procedural. Creatures have skeletons and body part attachements that determine their animations and meshes, which give you procedural texturing options to choose from.…
I suggested two passes mostly on a construction basis. For me thinking about it in two passes (1,Ambient 2,Key Lights) gets me the best results with the least amount of lights and work. Once you get a nice dark ambient light setup that will allow players to navigate the entire area and not have it be pitch black, then you…
My name is Enrico, I have been in the industry 5+ years (https://www.artstation.com/rubixlight), I have been working on a game on my spare time with my business partner Adam, he will be helping with the business side to make sure we can succeed not only as a games studio but as a company and with that we need help from…
My client provides a professional yet non-corporate environment where every team member’s input and collaboration matters. As Senior Level Designer you will have the opportunity to work with a design team that has already created some of the most popular multiplayer shooters in the world. The Senior Level Designer will…