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robert.briscoe

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Everything posted by robert.briscoe

  1. Buddy is totally correct, I also worked on the project for a while at the same time as him and it really wasn't fun
  2. Regarding Unreal: As Skjalg mentioned, we'd be getting ourselves into the same predicament of high licensing costs, reliance on outside help (coding, porting etc.) and limiting our platform options. I have no idea what state Unreal 4 is in, but I get the impression is not really ready yet. Sometimes using the latest and greatest thing is not always the best option. Textures, shading and lighting will be identical, there's really no reason for there to be any difference between Source and Unity, but with Unity we at least have the option to improve in some areas we couldn't before. Im hoping to have the bulk of the work done before I start Valve, so I will easily be able to finish it in my spare time if necessary. The content is in which is the main thing, I just have to iron out some small technical issues and finish up some of the scripting and movement stuff. .
  3. The nice thing is DE is 90% content and 10% code, so once the content conversion was done, the hard part is over
  4. Overall, the reasons behind this were: Bringing better support for Mac and Linux (and eventually PC). Keeping development small, focused and in-house (lower costs). Better outside access to developers experienced in the engine, if needed. Easier accessibility and support for expansion other platforms (PS4, iOS, etc.) Better overall engine support & tools. Some people are taking this as a put-down to Valve, but it's just common sense really - Source is over 10 years old and I don't want to see Dear Esther turn into an abandoned broken mess in the future.
  5. I would have given my left nut to have this on Dear Esther! Nice one Reltham
  6. Well done guys, awesome looking scene, glad to see you guys doing env' art again!
  7. robert.briscoe

    iOS 7

    Just installed this myself, had to set the home screen background to a solid, dark colour as any other background just makes text completely illegible. I can't understand why they removed the soft outline from text and icons, right now everything just blends together into a mess. Also the green and white icons are very difficult to differentiate since the green is so bright in contrast to the white symbols. Ugg!
  8. Great news that it's going to be open world, we always wanted to go in that direction for the sequel originally, but the tech just wasn't there at the time. I'm looking forward to seeing where the Dice posse go with this. (Just watch dem colours!)
  9. Looks great, but I have to say I'm a little disappointed Dice went for a reboot!? There was plenty of room for a sequel and I was hoping they'd do something a little bit more daring with the aesthetic. Still, it's early days yet. Also what's with the bloody colour grading? Dice seem to have an obsession with making things look overly post-processed. Remove it and bring back the colour!! Can anyone tell me who is art directing this now?
  10. http://www.youtube.com/watch?v=JLVe1NkQA78 http://www.youtube.com/watch?v=4AiS8nGFlRk
  11. Something I never got around to finishing for the Polycount Escape thing: Was a fun, short experiment to get more practise at a hand-painted art-style
  12. Where is the poly count meet up? I'll be free after the choice awards
  13. Only nights i'm unsure of are Monday as I dont arrive until 5pm that day and will probably be massively jet lagged, and thursday, as I might be at the Humble Bundle Party from 6pm, but I dont think it goes on until late though
  14. GDC not far away now, do we have an official Mapcore meeting time/place yet?
  15. Thanks! The sky is just a standard UDK one atm, have just been focusing on the foliage and terrain textures at this point
  16. Experimenting with a hand-painted art style in UDK without post processing or fancy shaders: Still got a long way to go, but it's certainly fun to do something non-realistic for a change. Only thing i'm struggling with atm is finding a convincing watercolour brush/technique in PS to paint my textures with.
  17. Btw does anyone know any good parties yet? I missed most of them last year! What's the Wed night indie party?
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