Of course, the sensible thing would be to use an existing game engine, but after a certain point, there is some curiosity if learning and fighting yet another game engine is really quicker that just writing something from scratch.
At little project I did to design a skin that would fit in the game Ring of Elysium over their character Bradley. I wanted him to feel more like a firefighter than a soldier while also adhering to the games current skin restrictions.
Here's a more final look at the trolls you'd encounter. A tribal race that lives along the marshlands collecting anything that happens to wash up. Dead or alive it doesn't care, it'll keep it (or you) all the same.
This year’s GCAP theme, Lighting the Way draws on the age-old symbolism of a light to guide us home through turbulent waters. There are undeniable risks and submerged dangers in the pursuit of game development, but the steady light from the lighthouse reminds us that it’s always possible to find a safe harbour. Join us for GCAP 2019 as we explore this concept, working together to find the best way forward for our industry.
Now in its 14th year, GCAP remains a community-based…
A little project that I recently completed to familiarise myself with making game-ready assets using Modo. I had a gap in some freelance work and thought it was now time to finish these off. Realtime/textured assets are rendered in Toolbag, while the highpoly models are rendered in Modo.
Warren Marshall's discord channel and video tutorials were a great help in getting up to speed Modo. Warren even used one of my highpoly models from this scene in a recent video tutorial that he made,…