Quote from MinotauroThis is not mine of course but pretty useful I think. Step by step paintover on a level blockout: http://ewkn.deviantart.com/art/Xoran-Tutorial-157442559
nice find, this is definitely something i can use...
Quote from MinotauroThis is not mine of course but pretty useful I think. Step by step paintover on a level blockout: http://ewkn.deviantart.com/art/Xoran-Tutorial-157442559
nice find, this is definitely something i can use...
Quote from FuryoAnd I say don't use flash because not every browser supports it, and you are going to have issues showing your portfolio on the move (iPhones)
good point, i keep forgetting the iphone is behind on that. let's expand on this and say keep it as simple as possible. do you really need a reel to show off your stuff, or do you not think the same thing could be shown by images?
the only reason i say use flash is because flash is like the first thing you'll install with pretty much every web browser. you don't have QT on every machine
that's pretty cool. i am definitely hyped for this now!
avoid using things such as quick time which requires additional downloads to work. youtube/flash should be fine
Quote from D3ads[Blocked Image: http://images.play.com/covers/12145888x.jpg]Preordered! Best be here tomorrow or there will be blood...
let me know how it is when you get it!
http://www.escapemotions.com/experiments/flame/
most of you artists will probably see this as blasphemy, but i find it pretty cool. you can make some pretty neat (albeit simple) stuff with it.
[Blocked Image: http://www.escapemotions.com/experiments/flame/saved/Flame_20100319-013701.jpg]
i don't think i've ever seen him as dull, but the first 3 games focused mostly on just stealth gameplay. the fourth picked up on story, and i see the fifth as continuing this. where's the dullness?
sad part is, crysis most likely can't compete with the story or gameplay.
i don't get why people care so much about this? tell me, what cache of wealth or knowledge is hidden in the depths of achievement gathering?
yeah i gotta say it looks really good from the trailers, love the cinematic style.
it's funny how they had to inject the really into that acronym, else it'd be FAGS
dux you must accept that we live in the future now...
i'd hardly call it sneaking since they had achievements with certain gnomes...
http://www.buzzfeed.com/mathieus/what-w ... -if-it-8q4
disturbing and funny. mostly funny.
i think this should be very elemental knowledge to a creative director as well as to a design lead. it is then up the leads to make sure that everyone on the team knows this.
that zero punctuation guy (i can't spell his name) wrote an article about it, in direct relation to both bioshock games. you can find it here: http://www.escapistmagazine.com/article ... eractivity
here's an excerpt:
Quote[...]Fun Space Game: The Game.With game development, I start with an opening level as a sort of proof of concept for the core gameplay mechanics, which also doubles nicely as a tutorial for the player. In the case of FSG:TG, we open with our scavenger hero (still unnamed) searching the wreckage of a large ship for collectible salvage. Then a big hostile ship arrives and the player must hide amongst space rocks and debris.
And with even these bare parameters, the plot almost fills in the blanks by itself. The big ship is probably allied to the ruined ship, so they attack you to stop you stealing their stuff. If they're doing that they must be fanatic about protecting their technology, since you're just one tiny independent operator and they're basically doing the equivalent of using a katana to swat a fly off the cup cakes. So we've got our first big player in this fictional universe - a vast navy of fanatics that obsess religiously over technology.
also:
QuoteFrom my experience of doing env. stories:- avoid creating large stories behind small objects - there's too big possivility to get "WTF effect" from ovservers
- create simple stories that covers location theme and actual situation - take all that from real life
- organize scenes with clues that will give feedback to observer
some very good pointers there. i would like to say that if it's good atmospheric/environmental storytelling, it comes naturally. but that's the thing; it may not come naturally to everyone. if all else fails, the above pointers should definitely be kept.
Quote from KungFuSquirrelI think Furyo's absolutely right about EAP - it's really the way to go if you've got your own funding. And a very different beast than EA, though new-look EA remains a marked improvement over old EA even if the old stigma still stands.
i agree, EA since around 2006-2007 has improved substantially.