renders i made while working on a gamejam with my exits filled with inside jokes and other referencesat some point id like to revisit the renders to remove these things and make the pixel count consistent on all the machines but i dont really have any real reason to
for my first CGI Environments assignment, i was required to make a stylized low poly outdoor environment i decided on an alien crash site, inspired by Monument Valley and the Australian outback - and im really happy with how it turned out
3D renders i created to be used in my games project assignment for uni - we made a dating sim taking place at a university the style was inspired by Richard Tongeman's ArtStation posts while working on Ring of Fire the bedroom renders are what im most proud of the painting in the bedroom renders were illustrated by @blorbel on Instagram, whereas the other posters were ai generated in 2022 (back when they were nonsensical images, not stolen from artists)
im not gonna lie im just trying to fill out my portfolio i love wizards i wanted to do something inspired by like. those weird huge wizard telescopes curtain, blanket and pillow by @0phthal on instagram https://www.instagram.com/0phthal/
Some old d3dx12 tests, playing with geometry being defined internal to shader, so convex hulls or simple spheres.
and if I can't work out how to get video links to work via the "Add media", will just grab a screenshot of the text burn effect I was playing with for in my d3dx12 ui code
And now to loose some time on what it the easiest way to move this forward and on what path.
Have been setting the ui architecture up so that certain effects would be easy to add into it, but also aware that may not be the current priority
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.
And then d3dx12 happened, and the buy in cost of complexity is a bit rough, but then again I possibly spent too much time with openglel, so anything other than that is going to be a pain point, but we move on.
None of the attached images are particularly technically…
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