awesomE
looking forward to the finished thing! how is the gameplay coming along?
Posts by e-freak
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Quote from ChopperDave
I don't follow. They announced season 2 is coming if that's what you mean. The trailer for it is on IMDB.
oh shit, i misread your post! i was like "both seasons of" formed in my head and i was like "give me season 2 now!!!"
i looked it up now and its feb 14th supposedly... looking forward to it! such a great show

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yeah he was the AI Designer on Crysis 2 but left before the game shipped - we had the recognition time yesterday here as well

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you need all of them - at least to understand them and to be able to read a technical paper. you usually have tech artists and programmers to implement this stuff when it gets too complicated, but you at least need to know the ropes...
we had a gameplay designer in our uni who wouldn't have a clue about math... come the time where our game needed balancing (reward cycle, length and distance between objective) he was completely lost and couldn't provide any implementation/balancing thoughts... (procedural game where you had to gather speed by destroying objectives and spiral out of control or fail by slowing down and getting to stand still if you miss too often)
kids, do your math homework!
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yepp, already on my 5th or 6th training after new years. there's a little bit more pain getting back into it, but its not halfway as bad as I expected. I'm also doing a lot of the offered classes in the gym now - bit weird doing zumba with 30 women but it helps with additional cardio

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dude, glad you are still around and we're not back in 10-15% times or in some country where political parties keep healthcare from the public over some profit mongering! thanks for writing it up as well - it takes courage to go through something like this and then face it afterwards...
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homeland is awesome. season 3's ending is so fucking unbelievable...
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this guy is living off of making these videos. when a pr dept comes to him and gives him a shit ton of money, they know that he's not gonna make a "trailer". Its nice that the money got to the philipines, but its a very small amount in comparison to what's actually needed and to the amount of money that they probably spent on his crew (filming, editing, loggie, etc).
I don't know man, maybe I'm just getting old and cynical...
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hope its all well and congrats on baby #2 on the way
merry christmas to you all! -
The idea with PBR is that you define glossiness defines the roughness of the surface, similar to the Normalmap - just instead of giving an actual Vector back, it just defines the bluriness/distribution of the highlight evenly, faking what would happen if you had a very high detail normalmap with nice filtering.
The specular defines the color of that highlight mostly, but used to be the control mechanism for the brightness of the reflection as well. In PBR the idea is that you've got 'metally' surfaces and 'organic' surfaces, where metal is mostly specular, and little diffuse (basically just a tinted reflection), while organics are mostly diffuse and little specularity.
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well, Aliens was a shooter with multiple buddies running around and stuff - much like the Aliens movie. Alien looks like it could be something similar to Amnesia but in space - more like the first Alien movie! Sounds like awesome to me

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looks great. i ran into this project almost two years ago in a conversation with someone working with CA and was highly skeptical about it, but these screens and cover art works look fantastic and atmospheric! hyped for a good alien game

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yeah i think every remedy character basically resembles him to a certain extent. even the new guy in quantum break looks a little like him...
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i love how they cut time-warps in his interview background

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what happened to the old team members? friedrich, soenke and skjalg?
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more serious: you have a wireframe of the object or any dynamic lights in the scene?
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Physically based Rendering. Its a concept that is currently being more and more adapted in the games industry and guarantees a certain consistency of look and flexibility in lighting to rendering. Super simplified its the idea that Gloss and Normals are Micro and Macro details of a surface, and the specularity and glossiness are two sides to the same factor - if you have a sharper reflection its a stronger highlight and if you have a more spread out reflection the same amount of light gets distributed across the bigger surface.
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Also, as an artist myself, playing Ryse has been extremely interesting and eye opening in the sense that it is the first truly PBR game that I've played and it does make a difference, it's already 100% there, and that's part of the beauty of it. It allowed me to take a peak at the future when all games will take advantage of this tech and we're working with it now across most projects.
(sorry helder ;P)