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  • Posted by Koda Landers
    Another VTuber project from earlier this year, this was a personal project where my goal was to learn applying realistic face tracking to a non human character.
  • Posted by Koda Landers
    This was a commissioned project of a Twilight Princess inspired 3D VTubing avatar. My first time creating a VTuber, so I learnt a lot and enjoyed bringing the character to life!
  • Posted by Koda Landers
    Recently completed VTuber commission of a cute little Jerboa Knight! Was a pleasure to work on such a fun character and I learnt a couple of new things about stylized shaders and rendering along the way. 
  • Melbourne, June 4th (Wednesday) Brisbane, June 6th (Friday) Framework: create is on this week! It's a very limited seating event, but if you're serious about the industry then be sure to register at the Framework website and book yourself a spot. So what's Framework all about? Framework, an exclusive event aimed at bringing the local games industry together to develop the strategies required for ongoing sustainability and growth. Each Framework event comprises a series of lectures or workshops…
  • I drew the concept in Photoshop, Created the basic mesh in Maya, and did the rest in Zbrush.
  • Saturday 14 - Sunday 15 June, ACMI Cinemas The coolest machinima from around the world hits the big screen at ACMI this June. A convergence of animation, computer game technology and filmmaking, machinima films are created within the virtual reality of a game engine. Using sophisticated gaming software as the foundation, with its already beautifully realised 3D animated characters and landscapes, machinima- makers create animated films in real- time for a fraction of the cost of traditional…
  • I'll tell you what, I don't envy anyone organising a conference of any type. I got to see a tiny little bit of it during the first Free Play conference, and I have the utmost admiration for the folks that do that kind of job because it really is a whole lot of work. The fee-for-speakers issue which Tony Albrecht brought up in his Seven Degrees of Freedom blog yesterday caused a small bit of uproar, and it looks like it may be getting resolved pretty shortly. GDAA CEO, Greg Bondar, has been…
  • Dung was the chosen concept from Project Joystick, the game design competition funded by Bigpond which had Melbourne developer Firemint assigned the task of turning the idea to reality. As reported by smarthouse.com.au, you can now buy the finished game from BigPond's GameShop for $5 if you're a Telstra Next G mobile customer, or $9.95 for your PC. Dung was submitted by Sherele Moody and involves controlling a dung beetle through waste. She had the inspiration for the idea from a David…
  • Tony Albrecht, Senior Engine Programmer at Pandemic Studios, has written an entry at his Seven Degrees of Freedom blog about a concerning change for speakers at the Game Connect: Asia Pacific. This year, speakers have to cover the cost of entry to the conference, as well as pay an upfront submission fee for each paper (which is then later subtracted from the entry fee)... (Tony) If you want good speakers, provide good benefits. Make people want to donate a considerable amount of their own time…
  • dates: may 7 - june 25 2008 GameOn Goes Virtual: Landscape Concept Art Competition - Launches 7 May - via 60Sox * This is an invite to all game enthusiasts to visualise and present a game world landscape in the medium of your choice. Entries are to be uploaded onto the 60sox website and will be critiqued by a panel of judges, at the end of which a finalist will be announced and a prize given on Wednesday August 6. The competition will be open on Wednesday May 7, closing on June 25. Good Luck!…
  • There's a great interview with Sydney developers, Nnooo, about their Wiiware title called Pop up at Gamespot AU. Nnooo creative developer, Nic Watt answers questions about his casual bubble popping game and provides some interesting insights into the Wiiware distribution system, the freedom and help that Nintendo provided for an approved developer like Nnooo, the classification process that developers have to handle for Wiiware, as well as the casual games market. From Gamespot AU... (Nic) For…
  • Screenplay has an interview up with Lead Programmer, Trevor Powell, from Krome Studios Melbourne on the Wii version of Star Wars: The Force Unleashed. Trevor talks about how the Melbourne studio, which was previously known as Atari Melbourne House, received the project, and the challenges of developing the Wii version of the game, from tackling the Wii gesture controls, and providing alternatives to some of the processor intensive technology that the Xbox 360 and PS3 versions use... What we…
  • At the Konami press event last week, Kotaku got some hands on time with Krome Studio's Hellboy: The Science of Evil. And although the writer had a very limited time with the game, the write up was pretty positive... The graphics look pretty good and are definitely in the realm of what we have come to expect from our now-gen titles. All in all it was a fun gameplay experience that borrows liberally from several other games of this style. While that might not appeal to some gamers, fans of…