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.
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!
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.
Stuff.co.nz has an interesting article up on the recent North American release of Jackass: The Game, by New Zealand developers, Sidhe Interactive. Stuff reports that their latest game has been the most heavily marketed game they've ever developed, and the publishers, Red Mile Entertainment and MTV Games, are counting on big sales...
(Sidhe spokesman, Jos Ruffell) They are pumping it big, which is what games need to do well in the US. They need a lot of advertising support and marketing coverage…
The first wave of users has been given access to the new VastPark toolset? with the remaining access being allocated over the next three weeks.
No access but eager for a closer look? Then head over to the new VastPark website to whet your thirst.
Here is a teaser to get you started:
This is only the first of several tools that we at VastPark will be rolling out over the next few months for the exclusive use of those signed up.
Thanks,
The VastPark Team
(Mario posted in the forum)
This is the second year the symposium will be running, and while the programme is still firming up, its looking to be a good event for those interested in games, animation, and visual FX.
AnimfxNZ 2007 : Doodles, digits, dollars - may the magic begin!
REGISTRATIONS are OPEN!
Hurry to secure your place for the second ANIMFXNZ Symposium featuring digital designers from throughout the world and local film, games, animation and sfx creators.
Symposium Venue: Wellington…
The folks at AustralianGamer have an interview up with Lauren Pears, Project Co-ordinator at Brisbane game development studio, THQ Studio Australia. So what does a Project Co-ordinator do? Quite a lot!
What is your job role where you work and can you explain what it entails?
I am Project Co-ordinator at THQ Studio Australia. It?s a junior-level production role and it varies from day to day, so it is difficult to exhaustively describe what I do. My responsibilities cover aspects of Project…
It's always interesting to read about the various tools and middleware solutions local developers have adopted, some have adopted the Renderware or Unreal Engine, while others choose to develop on their own custom engines...
Gamasutra reports that Sidhe Interactive, developer of Jackass: The Game, has chosen Emergent's Gamebryo engine for future multi-platform titles. The Gamebryo engine was used for titles like Oblivion and yet to be released Warhammer Online, and seems well capable for multi…
GRAPHITE 2007
1-4 December 2007
Perth, Western Australia
http://www.graphite.siggraph.org
GRAPHITE 2007 earlybird registration is now open:
http://www.graphite.siggraph.org/?q=registration
ACM SIGGRAPH and the GRAPHITE 2007 organising committee invite you to
participate in the 5th International Conference on Computer Graphics
and Interactive Techniques in Australasia and South East Asia,
GRAPHITE
2007.
GRAPHITE 2007 will provide a unique atmosphere for researchers,
technologists, artists,…
hello all ...
a heads up and reminder for our october game_on presentation
when: october tuesday 2nd @ 5.00pm
where: the KG community hub room above the blue lotus cafe, KG urban village (carraway st)
what: our own jake hempson is giving a talk on an animator's life ...
who: free public program - all welcome!
and for those of you still looking for team members for the 48 game making competition, this might be a good opportunity to tout your hopes!
With the recent release of Brainiversity and before that WordShake, John Passfield has shown that even with the demands of being Creative Director of Pandemic Studios, he can still find the time to pump out a few casual games. One might ask the question "John, how do you find the time?" or "How do you get your game out there?". You might even think "Well that's all well and good for him, but I can't program/draw/compose".
In a reprint of the article that he wrote for PC Powerplay a few months…
Red Steel promised some unique sword fighting fun on the Wii, but many were left a tad disappointed by the inadequate controls. Gamers wanted a true sword yielding experience, not one where attacks relied on pre-programmed swings or quick flicks that set off a chain of combo's on screen but where your movements were mimicked directly on the screen. The potential and the anticipation for a true sword combat game utilising Nintendo's innovative Wii-mote is high, yet unfortunately no developer has…