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  • Posted by Jett Sutherland
    renders i made while working on a gamejam with my exits filled with inside jokes and other references
  • Posted by Jett Sutherland
    ive been listening to less than by nine inch nails too much so the music video compelled me to make this
  • Posted by Jett Sutherland
    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 
  • Posted by Jett Sutherland
    3D renders i created to be used in my games project assignment for uni - we made a dating sim taking place at a university 
  • Posted by Jett Sutherland
    for my first CGI Environments assignment, i was required to make a stylized low poly outdoor environment 
  • Posted by Jett Sutherland
    just some practise to get back into the swing of things modelled in Maya and rendered with Arnold
  • The Mana Bar - Australia's FIRST Video Game Bar Where: 420 Brunswick Street Fortitude Valley QLD 4006 +61 417 084 821 The ‘Mana Bar’ is the first licensed venue in Brisbane, Australia opening in February 2010 that will allow people to enjoy a drink while playing the latest video game systems. Located in the heart of Brisbane’s entertainment district – Fortitude Valley – the Mana Bar will feature a stylish geek chic interior design with multiple LCD screens attached to the walls with playable…
  • Joystik.com have been doing some sleuthing and have caught on to 2K Boston's plan to revert back to their original developer title, Irrational Boston. Irrational Games, which had studios in both Boston and Canberra, was bought in early 2006 by publisher Take Two and subsequently rebranded as 2K Boston and 2K Australia a few months later. The first clue came via GDC 09 when 2K Boston employees were seen with both 2K Boston and 2K Irrational Games email address on their shirts, and the next hint…
  • ugh, feel like i'm spamming way too much latley -_- anyways, did this quick head sculpt halfway through my big batch of hethe heads i did just recently... Wanted to see if i was learning anything and tried just messing around with no idea of where i wanted to go with it... weird but i kinda like it ^___^
  • 48 hours of intense game innovation What: Jam Session Start Time: Friday, January 29 at 5:00pm End Time: Sunday, January 31 at 5:00pm Where: Powerhouse Museum, Ultimo Over the weekend of Jan 29-31 forty game designers, developers and artists will volunteer to be locked away in the basement of the PHM and not allowed out until they have made a game! It's Game Jam Sydney, part of the Global Game Jam that is taking place simultaneously in over 100 locations around the world. It's 48 hours of…
  • got inspired by some sketches by hethe once again :P (http://cghub.com/images/view/4425/) About 30-40 minutes each give or take... can't stop doing these, too much fun ^_^ (4 more to go) edit: callin it a day on these. Had heaps of fun and think i learnt heaps from them too... Off to do some full chars for now :) (yeah i crapped out on the last two :P)
  • *** THIS POSITION IS NOW CLOSED *** THQ Studio Australia, based in Brisbane, Australia, is a developer and publisher of interactive entertainment software. Founded in January 2003 as part of THQ Inc., THQ Studio Australia now employs more than 80 talented staff developing on all major console platforms, including Microsoft Xbox 360, Playstation 3 and Nintendo Wii. An opportunity exists for a talented Senior Engine Programmer to join the technology team. This is a unique opportunity to work on…
  • Here is some of my personal work Lets see if it works this time :P
  • News fresh from their tweet, it looks like Sidhe Interactive have been awarded the IGN's PS3 Best PlayStation Store Game of the year category with their brick-breaking on steroids game, Shatner Shatter!! IGN have heralded Shatter for its "Jaw-dropping visuals", "Beautiful evolution of classic gameplay" and "Sweet tunes that deserve to be blasted". The concept of brick-breaking has been around the videogame landscape for ages now, but Shatter built off those original foundations and developed a…
  • Hi everyone. With Mole just about close to a month until it's iPhone release I wanted to show my thought process in how I went about designing Mole. One of the best ways to show you guys is to showcase the design document. So in the interest in sharing free information within our dev community and perhaps giving you guys something to reference. Here is my design documentation for Mole: http://www.designerwatts.com/Mole+-+Design+Directory?responseToken=a737… Also I made an article describing my…
  • Are we tired of these stories yet? Kotaku AU have reported that Melbourne games developer, Infinite Interactive, had shed a quarter of their staff today. Infinite Interactive CEO, Steve Fawkner, responded with a more correct figure and the reasons behind the reduction in staff numbers. We actually let 6 people go today. It’s always terrible that people need to be let go, but this was part of a small downsize after a large project (Puzzle Chronicles) finished with Konami. Ordinarily, we’d keep…