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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
    just some practise to get back into the swing of things modelled in Maya and rendered with Arnold
  • 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
    3D renders i created to be used in my games project assignment for uni - we made a dating sim taking place at a university 
  • Gore was a collaborated FPS effort by Eyecon, Slam Software, and 4D Rulers. (Whoops, I meant Eyecon was the one from Queensland, not 4D Rulers). Released in mid-2002, it was followed by an immediate panning by reviewers due to its weak single player experience (which was requested by the publisher and tacked on, whereas the multiplayer aspect was the developer's main focus). Gore had built a rather loyal following and 2 years on, many of them are still eager for a sequel, especially utilising…
  • The Sydney Morning Herald website has an article on Atari Melbourne House today, briefly going through the history of Australia's longest running game development company... "Melbourne House has produced more than 160 games on many different console and computer formats since 1980. Formerly a book publisher, Melbourne House dipped its toe into game development when founder Alfred Milgrom produced a Space Invaders clone and a book, 30 Programs for your ZX80. Riding the popularity of the…
  • Thanks to Zoot for revealing some of the speakers for Freeplay: Nextwave Independant Game Developers' Conference that's starting on the 21st of May in Melbourne! Yes, it's getting very close now! The official conference website (www.free-play.org) with the programme, speaker bios and logistical info etc. will be up from the 29th of April (to give our website volunteers time to do their thing). However, after a pretty intense process the programme is about 98% finalised so we thought we?d start…
  • It seems IR Gurus have quite a bit on their plate, working on AFL Live 2005, the Gaelish Football game, and now Encore have announced they will publish Heroes of the Pacific, a combat flight simulation game in development at IR Gurus... "It's claimed that Heroes of the Pacific will support more than 300 planes onscreen simultaneously, and players will be able to issue commands to up to 32 wingmen while flying their own plane... In addition to the story-driven single-player campaign, Heroes of…
  • Anonymous
    Submitted by David Giles AIE Melbourne is running a condensed first stage 3D art course running from May the 17th. After completing this intensive introduction to 3D, students move into second stage where they can choose to specialise in either game art development skills or 3D for film and television. For all enquiries please contact us at aie.vic@aie.vic.edu.au or you could ring us on 03 98208201
  • Anonymous
    Submitted by Vincent Trundle AUSTRALIAN CENTRE FOR THE MOVING IMAGE Wednesday 5 May 2004, 11am-12.45pm $8 (metro) or $6 (regional and rural) To pre-book contact ACMI on 03 8663 2441 email mailto:gameloading@acmi.net.au Taking time out of their currentlty intensive production schedule these two leading game artists from Torus Games explore their inspirations, describe how they create designs which fit with the general look and feel of the game and take you through their process of creating the…
  • It's quite possibly the first viewing of Krome's handheld version of their Ty 2 game around, and shows off some nice platformer (and racing!) action. Nice pixel art indeed, and definately worth a peek!
  • Some new previews up on Atari Melbourne Houses' Transformers game (incidently, it seems the Transformers Armada: Prelude to Energon title has been dropped completely?) "Considering the detail in both the environments and the robots, I?m surprised Melbourne House managed to crank this game out at 60 fps without some sort of noticeable slowdown... Normally I would blast such blatant repetitiveness but Melbourne and Atari have managed to mix in enough diversity with the Mini-Con attacks to make…
  • Developer Diary with Jonathan Chey from Irrational Games
  • It's the Warlords Battlecry II developer diary number 6 with lead designer Steve Faulkner. It's getting close to release time, and Steve talks about the tasks ahead which includes QA and testing, giving some insight into those unsung heroes who track all those bugs and give input on balancing... "...good beta testers are like gold. They find where you messed up, and if they are really good at their job, they describe it in a way that helps you immediately put your finger on the problem."