I don't deal with inferior technology!
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I don't deal with inferior technology!
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Quote":gk3hkr3p]Tech Interview HDhttp://www.gametrailers.com/player/4338 ... 1&type=flv
wow that is a strong dutch accent! ![]()
"Particle effects that are getting physicalized on collision, affected by wind..." this has been done in Crysis for over a year already, so when he says they are pushing the technology forward with this, he isn't being accurate.
"200-300 lights visible on screen at the same time" - Is he talking 'dynamic lights' in this case? Still good performance? Kudos if that is true, but I wanna see that ![]()
QuoteSwain knows a thing or two about indie developers as director of USC's Innovation Lab, which has turned out students like Jenova Chen and Kellee Santiago, who went on to build "FlOw" for the PlayStation Network, and Justin Hall, who built the passive multiplayer Internet game "PMOG."Forbes.com had a chance to catch up with Swain to discuss everything from how digital distribution will transform the games industry to whether the games business can learn from Hollywood.
Short interview, but the take on comparison between how the film industry works and how games are being made today is quite interesting, an excerpt:
QuoteRight now it is unheard of for a developer to own their intellectual property. There is no business reason why publishers should change that. It's directly analogous to the '50s or late '40s, when film studios employed the talent. That's exactly how the game studios work now. But if one of these guys gets this deal, than everyone wants this deal, and the house of cards starts to fall.
Shows how much this industry can still evolve...
They see me rollin', they hatin'... ![]()
Quote from SteppenwolfNext time make it multi platform. It would make decent sells.
Going a little OT here but is it just me or does anyone else think the advertisements for the game were really poor? The TV commercials were nowhere as engaging or descriptive as the trailers they previously released. I remember the TVC that aired in Japan just showed a big blob hovering above a Japanese building complex...! Playstation ads have always been a bit weird, but I think it would be much more effective if they just showed the amazingly fun and original game that they got here! ![]()
Hey, welcome! Are both of you working in the Ascaron office in Gütersloh by the way?
The video caused quite a stir, it's on gametrailers, shacknews, you name it....but 'no pressure' guys...no pressure... ![]()
Fetter...he is back ![]()
Consider the debts that come with the package the real price.
Quote from MinotauroMonkey Strike
I didn't want to pat myself on the back, thanks for bringing it up ![]()
Counter-Strike
Day of Defeat
Action Half-Life
The Specialists
Wasteland HL/The Wastes
Firearms
Natural-Selection
Frontline Force
Tactical Ops
Desert Combat
That looks bloody awesome, I hope the rest of the game looks equally good and they didn't spend all their time on making a few scenes look really nice for the trailer.
Radiant is traditionally used by titles that use quake/doom engines. I've never wrapped my head around it, maybe I haven't tried hard enough, but as you said, finding your way around the interface is a nightmare for beginners, so you will have an easier time with Hammer or Sandbox2. Take this comment with a grain of salt though as I personally haven't touched Radiant for ages, so maybe some dramatic changes have been made to the interface, possibly by IW for CoD4, but reading your post, it doesn't seem that way and I don't think it's just you being spoilt by the UE3 SDK. When it comes to Hammer or SB2, SB2 is probably the more complete package, or let's say the more up-to-date one in terms of usability, tools, technology.
In the end it doesn't sound like you want to learn the editor that is the easiest, but the one that increases your chances to get hired, which makes all my previous comments somewhat irrelevant. I'd go with the engine/tools that the studio uses you send your application to, or the one that makes your environment art shine the most.
Cool didn't know that you did work for huxley!
QuoteOuterlight employees have been spotted playing a game called Hollywood Murder Party recently
http://forum.theshiponline.com/showthread.php?t=5528
I enjoyed playing the first one. A highly innovative, refreshing multiplayer title
Looking forward to see what Outerlight is doing with this one!
Hi Reno ![]()
http://www.shacknews.com/onearticle.x/56129
This trailer was interesting and painful to watch at the same time!
"...and in SANDALS!
"
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D3 you should know better... [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]
On topic: I might have played the title, or at least the demo...but that was many years ago. Metacritic says release date: 2003 ![]()
This thread is going waaay back!
Quote from m8nkeyI think I (partially) disagree with this. If someone makes something really beautiful on an old engine, it's probably more obvious how talented he is. Instead of just throwing some prefabbed models etc in a scene, which may 'look' way better (to the average unknowing gamer) than the level on old tech. But that'd just be beause of all the next-gen technology (shaders etc) instead of the actual design (lighting, ambience etc).
I disagree too. The more limitations, the more skill is required to work under them to visually convey your idea. It's a lot easier to be lazy when it comes to optimisation these days but working within engine restraints and optimisation is still very important. I still use a lot of little goldsource optimisation tricks when planning my source engine maps, ensuring they aren't too demanding on the engine budget.
What makes you think more recent technology doesn't have any limitations? You need to keep an eye on your budget in these engines just like in the old ones, only that the bar of limitations is set somewhere higher. While some restraints might be issues of the past, there are new features available, that need to get handled with care and which you will not know if you just work with old technology.
ANYWAY I think there are two fundamental ways to look at this topic:
a) I want to use the engine for (semi-)professional purposes and thus need "state of the art" technology and a convenient workflow.
b) I want to build levels for the games I enjoy playing and don't care how old the game/technology is.
Everyone not trying to get involved in this argument can now lean back and enjoy how people from both sides try to persuade each other to no avail. ![]()