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This scene was built around a few foliage and terrain tests for Cryengine 3. I wanted to practice various foliage techniques, and also try sculpting a terrain in Mudbox/World Machine. At the moment, this scene is still work in progress. The terrain was sculpted in Mudbox and then run through an erosion filter in World Machine.
This is a 24 hour little planet panorama! I was wondering if it is possible to visualize a full day on a photo. I finally decided to give it a try!
Fantasy Environment (UDK) Summary: This environment was created as a tribute to 3rd person action adventure games such as God of War, Gears of War, and Uncharted. I also wanted to challenge myself by attempting something a bit grander in scale than I was used to in addition to tackling a genre outside of my comfort zone.
As a Senior Artist at Vigil Games I worked on the PS3, and X box 360 game DARKSIDERS. I modeled and textured the vehicles, and many props. During the mid to end of development
I have been SO bad about updating this thread and I'm terribly sorry for the late response!!! 1 soul- thanks! webhead- thank you! JoseConseco- thanks a lot! Santis- thanks! Serek- haha thanks SolidSnakexxs- Thanks Yong, you too!
Hello everyone, sorry I've been somewhat quiet lately, I do apologize... Okay no I don't haha, for you see on the 14th was my birthday, my 22nd to be exact, and boy do I feel old... Now being in New York at the time this weekend could mean only one thing: Thats right!
Yeah, it's not Sunday yet. Oh well. And these aren't really timely, or specific articles in general, but they're all related to design so I'll post them anyway. » (edit:) Emily Short's critique of the casual game "Mr. Right" is game design analysis and close reading at its best: “I played this game in a haze of loathing.”
Hired from the mod scene into 3D Realms , I was all a-jig with the thought of working on DNF, arguably the most anticipated Unreal Engine game of it's time. So a-jig was I, there was even an interview with Stomped. DNF was of course later known for it's absurdly protracted development cycle -- wherein the term "cycle" is perhaps incisive. For me it always boiled down to being nimble and evolving; every time we switched engines or introduced a new technology, new skills and software had to be learned. Autodidactically speaking, it was Paradise.
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