dude, wait a second. you're in staffordshire university?
i nearly went there as well some time ago, saw your university at fmx in stuttgart germany ![]()
sculpt is nice. any plans on the lowpoly?
dude, wait a second. you're in staffordshire university?
i nearly went there as well some time ago, saw your university at fmx in stuttgart germany ![]()
sculpt is nice. any plans on the lowpoly?
oh, i guess i know where we do the release party then? ![]()
OK, so the deal here is that they want to charge per megabyte, right? This has been pretty common in germany (and i suppose in the rest of europe) until like 5 years ago but due to smaller companies offering unlimited flatrates at lower prices the market followed.
If this is something all your big isps worked on together you might even want to call the Antitrust Divison (or whatever it is called). This has been something in germany as well, when energy-providers (electrical power) tried to increase the prices, the Antitrust Division stopped them because they were rising the prices artificially and in common with their supposed-to-be-competitors.
Unreal uses a level wide Postprocessing and can add additional Post Processing triggered in areas or over certain events. One important step in getting away from "teh unreal looks" is by using Postprocessing as you want and need it and not just leave the default values enabled. It's simmilar to every Source Map looking the same because everyone uses City17 assets, many Unreal levels look alike just because of the default Postprocessing (random DOF, Desaturation, Bloominess, etc.).
First of all, you can emulate the same image in basically every engine.
Now, especially with Unreal's Lightmass it gets easier to achieve lighting similar to Half-Life 2, as it does Radiosity and Prebaked Lighting in the same way the Valve Rad tools do. If you put the Half-Life 2 Materials into UDK (load the textures into a package, recreate the Material Setups in Unreal's material editor) and adjust the values accordingly it will look the same (given that you are not using fancy Postprocessing or weird lighting).
Obviously when it comes to props and geometry Half-Life 2 also doesn't have bevels on everything, which makes it look more lowpoly but on the other hand avoids the Gamey look of round edges which all of Epics games have and looks more defined in stead.
I'm not too bothered with the Gunsize but looking at it, it's really bright and drawing my attention to the gun instaed of to a possible enemy due to the massive contrast in that part of the image. Maybe try toning that down (if it's not caused by the Lighting/Cubemaps in that very region
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I was surprised how much cutscene content they had in the demo (in the opening video and the end video) - pretty cool for me, since that's the stuff i've been doing last year. (the opening with the spaceship for example was my show)
this is truely awesome work! are you planning to release this publicly (or even with the scripts open to see how you did the classes?)? it's the first time in a long time that i'm really impressed with a student game ![]()
this looks promising. can you show some actual uneditied gameplay?
Wall of Text but what you show looks really decent! Give everyone a shout over there in Denver ![]()
I feel that some of the Screens are a bit too dark, especially in comparison to the Conceptart shown above, but maybe that's something that works better in movement with the bright characters running through.
25 meters of viewdistance supports the mood and keeps the die-rate of consoles down - it's just random that the fog doesn't continue into the sky but keeps it clean. art looks decent though and reminds me of Crysis 2 somehow
Left 4 Dead zombies, fight logic (hey, let me just drop that crowbar before we continue fighting), random editing and a camera with much too wide DoF, making it look like a TV Documentary.
It's cool and the Post and Colorgrade is fine but after the trailer I expected more.
Just one little addition (I don't work there!) - the last polish sentence says: "I accept that my personal data will be stored and used by the company, according to polish laws and regulations, until the recruitment process has ended." (more or less, and it's a beurocratical need to put it there.) - Good luck with the recruitment! I've worked with (ex)Techland folks before and it seems like a really cool place ![]()
who's graham young? (since your adam capone?)
awesome. some of the most polished pictures on a portfolio in a long time! for a games industry job i guess some presentation of another engine but quake3/cod might be usefull (or at least a hint in your about page, that you know unreal or cryengine)
Deal is: PC/Mac Version comes free if you buy PS3 Version. Not the other way around. Steam will be availble on the PS3 for Games that integrate it, in terms of > Friendslist, Communicator, Statistics, Cloud Savegames and Serverbrowser, it will not include > Store, all your other games that are not PS3 in the first place.
Quote from Pericolos0alleycat is the first i remember
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i remember this... what a crap color pallette
also:
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and some snake clones and box movers.
also first racing game:
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requires a password?
Quote from instaI promised myself I'd make a level tonight, but now I'm pretty drunk and I can't build much of anything. Tomorrow, I promise!!!
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Quote from SpicyTanukiHey guys The Ball is on sale for 5$ today. Just bought it