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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. 
  • Ah, I'm a bit of a forgetful chap when I have too many things happening at once, but a good friend of Sumea sent a message a few days ago calling for some suggestions, and I completely forgot about it until I saw that Screenplay had posted about it already. You might know Marcus Westbury as the organiser behind Free Play, and he's sorta got himself into speaking at the Australia 2020 Summit at the last minute. The topic for discussion is "How to encourage participation in emerging global…
  • Game Developer magazine have published the results of their seventh annual Game Developer Salary Survey, finding the average American game industry salary in 2007 to be $73,600 ($79,146 AU), up from $73,316 ($78,863 AU) the year before. Now, let's ignore the cost of living differences in America (where there are huge differences even between each state there) to Australia and see what the areas of expertise in their games industry gets in Australian dollars. - Programming: $83,383 US ($89,709…
  • Hi guys, We have another presentation for download today, taken from the Game Connect: Asia Pacific 07 conference held late last year. One of the main overseas speakers that Game Connect managed to grab for the conference was Dave Glenn, Art Director over at Flagship Studios. Dave talks a little about his background, coming from Blizzard and Diablo, to working on Hellgate: London. The creative team at Flagship took advantage of 3D Studio Max rather than creating specialised tools to save a lot…
  • (Media Release) (April 11, 2008) – VastPark, a highly interactive platform that is geared towards the easy creation of games and virtual worlds, announces that today marks the opening of its public tools. "Today marks the culmination of many, many hours spent architecting and prototyping a new type of system, built primarily for the purpose of creating and deploying Virtual Experiences,” says Craig Presti, Lead Developer at VastPark. “This release of the tools is an early look at how some of…
  • Over the next 8 days Melbourne will be the site of a… well I don’t know if there is a word for it, but it’s a variation on the practice of geo-caching, where people hunt down objects in the real world using clues and co-ordinates posted online. It’s being called A-Lure, and it’s a game created using various types of media that will be played on the streets of Melbourne. The types of media include digital projections, interactive video and sound works. Mobile phones and the internet will be used…
  • Melbourne-based Tantalus was listed today in Develop 100's top worldwide developers (based on revenues their products made in the UK in 2007): www.develop100.com Other data released this week reveals that Tantalus had 3 titles in 2007's '100 biggest sellers' worldwide. The games were Cars: Mater National, MX vs ATV: Unleashed, and Pony Friends. All up during this period, Tantalus titles sold an estimated 1.7 million units, for a combined revenue at retail of approximately $85 million. To have…
  • Anna and Yug from AustralianGamer has toured the studio of Firemint, providing a report and pictures of the visit at their website. They've also managed an interview with Firemint CEO, Rob Murray, Kynan Woodman (Development Director), and Ronald Haupt (Senior Producer). The interview covers Firemint's origins, from the rather humble beginnings at an apartment next to Rob's place, cold approaching publishers with demo in hand at E3, right to the leading studio for mobile gaming that they are…
  • Is Edge of Twilight the biggest title an Australian based developer has been involved with? Quite possibly, as a Gamasutra interview reveals, the Unreal Engine powered Steampunk title has over 200 people from three studios working on working on it. Gamasutra has drawn some interesting facts and information from Fuzzyeyes CEO, Wei-Yao Lu, on the development behind Edge of Twilight, the Unreal engine powering the game, the costs involved in funding it all, publisher relations and support, as well…
  • (Suzanne Forest sent this in to Sumea, and if anyone is interested in having a go, please do follow the link for more information. It looks like a pretty cool activity to participate in.) It's time for ECD Systems' INDIE GAME DEVELOPER'S CONTEST and we are now accepting game entries. This is our annual event to showcase new games and talent. Great prizes. Lots to gain. Easy to submit. No cost to anyone. We received a great response from GDC San Francisco, but we’re still looking for new…
  • (Media Release) OVER $136 MILLION IN INCOME FOR AUSTRALIA'S DIGITAL GAME DEVELOPERS: ABS (FED) MELBOURNE - hursday 10 April, 2008 - The GDAA welcomes the Australian Bureau of Statistics (ABS) data on the Games Industry in Australia - see: http://www.abs.gov.au/AUSSTATS/abs@.nsf/mf/8515.0?OpenDocument "The Australian game development industry is growing at a rapid rate," said Tom Crago, President of the GDAA. "We're seeing year-on-year increases of around 15%, which emphasises both the…