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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
    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
  • 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 
  • I did this for a Wacom competition but finished it about a month too late to enter :( created using painter, photoshop and illustrator (quite an invloved set of processes.).
  • Alien Carnage was a game developed by John Passfield. For those of you who don?t know, John Passfield is Creative Director of Pandemic Studios Australia and was a founder of Krome Studios, co-creating their TY the Tasmanian Tiger franchise. Alien Carnage was initially released in 1993 under the name Halloween Harry, but then re-released in 1994 under the name Alien Carnage. However, even before this John released the game on the Australian Microbee computer system commercially in 1985.…
  • GAME_ON: talk and workshop tues 5 june, 5-7pm @ KGUV Community Hub, Carraway St, Kelvin Grove [parking for shops and facilities available via blamey st, under the building] 'Alternate Reality Games: Multi-Platform & Multi-World Design' In this talk Christy Dena will provide an overview of the pervasive gaming genre of 'alternate reality games'. These games use multiple platforms, have a high degree of narrative and gameplay and an immersive aesthetic that works towards being as…
  • In the interview, Tony hints at a new business model for Fury, which he describes as ?quite innovative?, and will be unlike the traditional subscription based, pay-to-play, of the mainstream MMOG?s such as World of Warcraft, but kept his cards close to his chest regarding this, saying there would be an announcement "soon". Tony also predicts that Fury will bring a AU$100 million export return for Australia, based on their getting several hundred thousand subscribers, coupled with their…
  • Anonymous
    Australian machinima artist and games designer Thuyen Nguyen has made what he calls a "love letter to video games." In response to negative mainstream perceptions of video games, his film, "The Most Powerful Person in the World," celebrates all that's good about games. His message is simple: games aren't so bad.
  • To be held in Melbourne, Australia, Tuesday 29 May 2007 Melbourne, Australia 22 May 2007 - Tony Course, CEO of eBallGames Pty Ltd and Michael Hodgson, Manager of video game store Gametraders in Croydon Melbourne, discuss hands on video games at Dissecta on Tuesday 29 May 2007 from 6:30pm to 8pm. Tony will guide the audience through the development of his company's E Ball Technology and their large scale inflatable sports simulator where participants engage in a real life sports based skill…
  • Destineer (Full Metal Alchemist, First to Fight, Starship Troopers) yesterday announced that they are teaming up with local Melbourne developer Torus Games, to develop Indianapolis 500 Legends for the Wii and DS. Set from 1961-1971, a period of loose rules and ever-faster cars, Indianapolis 500 Legends lets players experience the traditions, rivalries, terrifying speeds and jaw-dropping maneuvers of the world famous Brickyard as they take on the arcade-style gameplay inspired by the birth of…
  • Anonymous
    Game In a Day (GID) is a great ?totally free? monthly online event in which people make a game (or many games) in a space of 24 hours. GID is great for both programmers and artists. Furthermore, a number of teams have formed from artists helping out programmers they hadn't worked with before during a GID. Don't have a game idea? Just check the forums, see who's working on what and who needs some help. Artists are always in short demand, and GID can be just as much fun for them as it is the…
  • Developer diary number 3 has been posted (You can also find the previous ones and other footage on Youtube, or linked from AgeofConan.com. I thought I'd post it as it feature your's truly talking about the Art Direction process in AoC. :) Also thought I needed to show friends in the Australian Industry that I'm still alive an kicking. Ack, but I reslly do hate seeing myself on film. be well -grant/unit
  • It's rare to get a glimpse into the elusive Victorian games developer Torus, nestled comfortably in the eastern suburbs, about half an hour from the Melbourne. Even though they've been around for about 13 years with over 70 games to their name, weathering the storms of 3 generations of console and handhelds, staying above water and independent all the while. Still being a modest sized company of around 40 people the future looks bright as they continue to grow and expand into next-gen. In this…