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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
  • Digital Art developer Hyperfocal Design has bowed to demands for a VHDRI sunset and twilight collection by offering a huge VHDRI collection with 20 sunset and twilight HDRs. The sky panoramas in Magic Hours weigh in at a huge 14,000 x 7,000 pixels with super high dynamic range - up to 20 stops. Magic Hours is the third product in Hyperfocal's "V Series" of products, which feature very high resolution, super high dynamic range, and industry leading image quality. Jay Weston, founder of…
  • Australian Flash game developer, Binary Space releases "Zombie Outbreak Simulator" (ZOS), a sandbox application running on Google Maps(R). ZOS allows players to unleash waves of zombies on the unsuspecting people of Washington DC. Players can tweak a number of zombie and infection variables such as zombie speed, infection rate, number of civilians and shooting accuracy to create their own version of a zombie outbreak. Watch as up to 15,000 civilians are chased down, attacked and infected by…
  • The writing was on the wall when EA signalled staff cuts from various studios just last week, with "substantial" staff lay-offs from various studios including Pandemic Studios (L.A). The latest report that has been circulating on numerous websites is that all staff from Pandemic Studios L.A (some 200 employees, including the former studio CEO, president, and vice president of product development) have been let go today, with some core developers being relocated to other EA offices, thus finally…
  • Have art / audio / coding / design skills? Love playing and making video games? Bring your mates. Form a team. Create a game from scratch in 14 hours! WHERE: AFTRS (Australian Film TV & Radio School) Entertainment Quarter, Moore Park. - At the top of the pedestrian mall, past the Hoyts cinemas. WHEN: - Team setup & design brief: - Fri 20 Nov 7pm-9pm - Dev battle start: - Sat 21 Nov 9am-4pm - Dev battle end: - Sun 22 Nov 9am-2pm - Judgement & drinks - Sun 22 Nov 3pm+ Computers…
  • From time to time, we're privy to news about the latest round of staff redundancies from local game studios, and while I'm rather hesitant to post a news item every time that happens (which would be have been quite frequently lately), I'm certain this sort of information is helpful for those who are still actively approaching companies for game positions, particularly to others who have just been let go. Feel free to use the comments section of this news item, and this news item alone, to post…
  • For those who missed out on the presentation Paul Callaghan (Freeplay) gave at the huge IGDA Melbourne meetup earlier this week, check out Paul's blog for the slide of used for the presentation, including all the interesting stats collected on Melbourne developers and the kind of games they've released, their metracritic scores, and the platforms they were released on. It's pretty interesting to see the general trends and scores over the years from Melbourne game developers. From Paul's blog…
  • I'm thinking I'll put carvings on the 2 patches on the tree where the bark is stripped
  • Chris Watts has written up his seven rules for those heading into the foray of independent game development. Having been in the neck of indie development with Mole and other projects this year, Chris is certain to have some valuable advice and tips worth adhering to, considering he's likely to have learnt them all the hard way. Hi everyone, I wanted to take the time to write out my experiences and lessons learned with the projects I've been working on for the better part of this year as an…