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  • Posted by Brandon Clark
    Hellboy fan-made project. I focused on creating a game-ready character with an emphasis on anatomy, material definition, and clean topology.
  • Gamespot caught up with Steve Stamatiadis, Creative Director at Krome Studios, at this year's GDC with a few questions on their upcoming release of Bade Kitten. Steve discusses the origins of Blade Kitten and what to expect in terms of gameplay, and there's a whole bunch of unseen footage of the game in there, so it's well worth a look!
  • Nocturnal is proud to announce the upcoming release of Flowerworks®: Follie's Adventure for the WiiWare™ service in Europe, Australia & New Zealand. Flowerworks: Follie's Adventure is an upgraded version of Flowerworks® (which is now available on WiiWare in the US), and will give fans even more reason to join Follie on her adventure! New major features include: • Two player co-operative play, allows a second player to join in the fun on any level. • New Beginner difficulty level for younger…
  • Hi folks, just like to share around my latest 3d work "Ice Dragon". It is inspired directly from the McFarlane dragon toy series and with some of my modification. Final low poly model sits at 7.1k polys with one 2k x 2k UV for textures. Model is done in Maya, Zbrush and Photoshop for texturing. I welcome any kinds of critics and comments, thanks guys:).
  • In July of 2009, Krome Studios reached the extraordinary milestone of a combined 400 employees from their Brisbane, Melbourne, and Adelaide studios. When questioned by Gamasutra on the size of the company, and knowing the economic crisis the world over was suffering at the time, CEO Robert Walsh responded with the following plans Krome had to make it through to the other end... That's very large for an independent developer. RW: Yeah, it is. And some of it has been natural and some of it has…
  • John Passfield is perhaps the most well known local games industry veteran. John published his first game, Halloween Harry, back in the early eighties on a Microbee (anyone remember those?!) and has been making games ever since. Andrew Bailey also made his programming debut on 8-bit hardware (the very popular Commodore 64) in his teens, and produced a very well-known title for that platform called Druid. Like John Passfield, Andrew also co-founded an Australian game development company, and in…