this shit is rockin, love the touches of color and lighting!
the last picture, at first I thought you stuck some blue barrels into the walls ![]()
this shit is rockin, love the touches of color and lighting!
the last picture, at first I thought you stuck some blue barrels into the walls ![]()
some new ones from Scotland
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I got me a new monitor, mostly for photo editing
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ohhh shit just backed by first project on kickstarter ![]()
merry xmas core!
nothing, and I mean nothing is going to re-colorize my pron
simple answer, pass
from my little experience, QA is not a great way into the industry these days, it was in the past. There are no rules however, where you come from is never the issue, it's if your any good.
just played this, fucking rad as fuck, loved it, every second ...
that song bird level with the zeppelins made my jaw hit the floor
what is this VGX anyway?
starcraft zergling defense mission, then some scifi fortress shit in Unreal ![]()
yep I have a massive beef with microtransactions in full price retail games, I wouldn't care so much if they are released 6 months after launch, but even small DLC's kind of cheese me off as a gamer, I always loved expansion packs ... whats wrong with an expansion pack? ![]()
It's usually the pay to unlock, have an advantage stuff that cheeses me off the most, We also remember the day where skins, models and all that where free to download so I'm not sure I will ever truly get used to paying for cosmetic changes unless they are REALLY good.
The money I paid on DOTA2 was just to support the game, I bought a few items to say thanks for the game, not to gain any advantage ... but that's mostly because it's free to play ![]()
shadowrun is amazing yo
grats!!!!!!!!!!!!!!!!!!
I find this easy to masturbate too
Allot of talking, jotting ideas down on paper and sharing them with others, discussions, a pitch! then if all goes well ... work with programmers to get basic implementation of something done, try it, iterate, work out how to scale it up for production, implement properly, work with artists, level designers, animators and sound dude and tech guru's to get the feature in alpha shape ... then balance, tweak and nerf to your hearts content.
That's a very crude look at it, that's a rough process for every single feature the game has.
These days for big titles even game designers are specialized, systems, interface, balancing and technical to name just a few
lets not forget level design ... point is all these position although named differently have broadly the same mentality and processes, just focused on slightly specialized parts of the game. The best designers I know could do any of those well.
you guys have taken this up a notch, looking rarwsome
good to see some high profile people behind the rift, I'm definitely more excited he's behind this than another graphics engine, we have enough of those already.
who knows, maybe in 5 years or so the rift and similar tech will be worth it ![]()
awesome work, I love how you added the boxed games to click on, neat idea
To me at least it seems just about spot on, it helps to have enough geometry to see if your scale is right, roads, rails and such need space to make sense so having them their early on is quite useful.
The real time killer is UV and texturing, not throwing together some basic primatives ![]()