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  • Posted by Zoe McNeany
    Set of stylized Asteroids created as environment props for "Max Mustard" From Toast Interactive. 
  • Posted by Zoe McNeany
    Prop Model of a target & target activated blockade wall used in "Max Mustard" by Toast Interactive. 
  • A bit of a departure from the standard showing of UnrealED and mod levels made from FPS engines. This 3 minute video is split up into two parts. The first part showcases the level design iteration process, which is actually quite important. By designing and creating a strong and well thought out layout for your level you're endeavouring to make the level as strong a gameplay space as possible before you go building things in a level editor. Your level design lead loves this is because it leaves…
  • More thumbnails. These ones are variations working a single design idea.
  • This contraption is the reason for my username and is my pride and joy of the years I spent studying at A.I.E. My role in the creation of a working game level for our last assignment was to make this device, pivotal to both the story and gameplay of our level. This vacuum/hovercraft/animal catcher was made to collect cute animals and deposit them at the factories of a giant totalitarian fast food company in a fictional steampunk future, think "Abe's Oddysee." Designed to be reasonably low poly…
  • Part 2 of my old folio. The creature is part of a low-poly set that each team member had to create a variant of the species. It had an approx 3000 tri limit, 2 x 256x256 diffuse maps. It is fully rigged and was part of learning to create a rig that does not conform to the human shape. The canyon is part of a team assignment to create a low-poly race track environment in a uniform style. Our theme was looney tunes in space, my responsibility was to create the canyon near the secret alien base.…
  • These are the still images of the work I completed at the A.I.E. Altogether it made my folio by graduation in 2006. The first is a low-poly environment. The task was to create a haunted house structure and surrounds within a specifications of approx 3000 tris, only diffuse maps with maximum texture reach of 256px. Unfortunately that render is all I have left of the early project The second is a creature I created in my spare time and used to practice my simple digital painting skills. The…
  • A new CG trailer is now available showcasing the upcoming game Edge of Twilight, developed by local Brisbane studio Fuzzyeyes - check it out!
  • Jay Weston, ex-Rat Bag Games employee, owner of Hyperfocal Designs (supplier of some of the best quality texture packages around), and a person I've known through Sumea for years and years now, has started a new website called Binaryspacegames.com. Jay is grouping up with friend and also ex-Rat Bagger, Saxon Druce, and both will be journaling their progress on Binaryspacegames as they venture out into the field of profitable indie flash-based game development. The guys are in the early stages…
  • THQ have finally made it official. The publisher has just announced Warhammer 40k: Space Marine, however, it's not the positive news that we were all hoping for. The game turns out to be in development at Relic (a studio who has worked on other Warhammer titles), and it seems to have passed on from the hands of local studio, THQ Studio Australia. An early build of the game was seen via leaked footage late last year when THQ Australia were working on it, showing off some inspiration from the…
  • update of potential artillery/ planet attack ship.
  • Develop mag has an interview with Krome Studios CEO, Robert Walsh, on "exclusivity, rising budgets, the family market and emerging digital platforms." Some interesting bits of information pop up during the interview, including Krome Studios trying their hand at the digital download market. Robert reveals that Krome are making a 2D/3D side-scrolling action game based on a comic book by Creative Director, Steve Stamatiadis, as wel as another undisclosed title... (Roert Walsh) We've actually got…