Gamespy has an interesting interview with Aussie developer Irrational Games' Ken Levine. They discuss many things like game story, more Freedom Force, and their new one, The Lost, which is due out near the end of the year. Article here!...
Just nocticed that Krome Studios have launched a new website. Have a look!.. also some tidbits about Krome at E3 there..
Ty the Tasmanian Tiger, a new platform game in development at Krome Studios, made its public debut at the E3 videogames expo in Los Angeles last week. Part of an impressive gaming lineup for publisher Electronic Arts, Ty attracted much interest from the media, developers, and gaming fans alike.
(this is just a test, please ignore this entry)
Here is some of my old work.. the first pic is of a 3d model of a human head I was working on about 2 years ago in 3dsmax, using nurbs. If I had to do it again, I wouldn't model a head with nurbs - it just took way too long for me. I'd go with box modelling. I also did a head earlier with patches. Never again.
The second pic is some sketching I did.. about two years ago also. Just a pencil on a4 print paper.
The final picture is a collage of…
Auran has announced some news on their Train Simulator, Trainz.. Auran CEO and Trainz Project Leader, Greg Lane has a detailed discussion post on Trainz Serverpack3 here. The update includes extra functionality like:
? LARGE MAP AND PROTOTYPICAL ROUTE SUPPORT
? PERFORMANCE ENHANCEMENTS
? TRAFFIC DENSITY
? ART UPDATES
? TRANSPARENT LOCO WINDOWS
? PHYSICS AND AI IMPROVEMENTS
? SAVE GAME FUNCTION
? And of course, ACTIVITIES AND SCENARIOS
Trainz Service Pack 3 is a free download on Monday, July 1st…
Another article with an ID guy from Gamespy.. this interview with lead designer, Tim Willits, reveals that models are gonna need bumpmaps, specular maps, and diffuse maps! Who knew that we'd need to do this in real time so soon !
Tim Willits: Yeah. The artists first make a model of the texture, like the one side. Then they renderbump that, which creates the height map, and then that you use to create the shadows.
You have your bumpmap, which gives it kind of a textured feeling; the specular…
GtkRadiant 1.2.9 has been released which includes bug fixes and Star Trek Voyager: Elite Forces support. Click on the link on the right to get it. Support for Solider of Fortune II, Medal of Honour:Allied Assault , and Counterstrike is being worked on ! Can't wait...
Gamespy has an interview with Robert Duffy who is the developement tool coder for Doom III, where he explains a few interesting things for modellers and mappers looking forward to producing things for this engine..
"In Quake 3 a model may have two or three thousand polygons, whereas the player models in DOOM III, the original art has probably close to a million polygons. That's been reduced down to four or five thousand for in-game use, but you have to have that million polygon model - you have…
Caught this article over at AustralianIT..
"...Australian developers receive no such assistance from the federal Government and Victoria is the only state with an official presence at E3.
Multimedia Victoria sponsored 15 of the state's game development companies to attend E3 and also organised a trade mission to Montreal for five companies.
The state agency shares a meeting room tucked away at the back of the hall with Torus Games, one of Australia's biggest game developers.
The Victorian…
I know there are many, many people are looking forward to Doom, and especially its editing capabilities, so when John Carmack speaks, we all listen! Interesting notes about the engine as quoted from two recent E3 interviews with the man:
"A big plus is that all of our tools are now built in to the game, so every release automatically has the tools that were used to build the game."
"Artists are going to have a significant learning curve to properly deal with the bump maps, but again, all the…