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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 
  • A few forum posts which are worth your attention!! From Jacana... Just noticed that Atomic has their new issue out that covers AGDC. I had a brief flip through the mag and noticed that the article seemd a bit sort (two pages?). But they did keep the number of pictures low. Also Atomic has more write up on AGDC on their website: http://www.atomicmpc.com.au/features.asp?f=mf&i=agdc That mainly pertains to eduation etc. There is an interview there about AIE that I managed to get in on ;) It'…
  • Diary installment number #2 by Steve Faulkner reveals that Warlords Battlecry III is in beta stage, and that the team is concentrating on the playing experience side of the game rather than the art (levels/maps) content. "I sometimes feel that some games try to add their content too early (by content I mean their levels and/or maps). It is good to work steadily through the development cycle of a game, but any work that is done too early (particularly artwork) quite often ends up inferior to…
  • PALGN.COM has some details and an interview on their site about AFL Live: Premiership Edition. The links below will point you to the new features expected from the soon-to-be-released title (possibly April the 23rd), along with an interview which explains in more detail about the features, and also how AFL Live: Premiership Edition fits in the scheme of things in regards to the AFL Live franchise. Details on AFL Live: Premiership Edition at Palgn.com Palgn.com AFL Live: Premiership Edition…
  • Anonymous
    Submitted by Vincent Trundle GAME LOADING INTERACTIVE FORUM Australian Centre for the Moving Image Monday 23 Ferurary 2004, 11am-12.45pm MEET THE CREATORS OF ACLAIMED GAMES AND INTERACTIVES Leading Australian game developers talk about their animations, game designs, and their careers. TWO GREAT SPEAKERS -- DAVID HEWITT ? is lead designer at Tantalus Interactive (http://www.tantalus.com.au). Prior to working at Tantalus he was lead designer at Ratbag Games (http://www.ratbaggames.com). David…
  • Those Irrational Games people in Canberra must be a very hospitable bunch, as they've let in more people to tour the studio and annoy the bejeezus out of them about Tribes: Vengeance! If someone asked to tour my place, they'd get a clip behind the ear, and a stick shaken at them! Bittah.com (the hub of the Australian and New Zealand Tribes community) have a very comprehensive cover of Irrational Games Australia, with profiles and interviews with 14 of the developers working there, along with a…
  • As you probably noticed, the Sumea Modeller Challenge #5 has started!! The Sumea Modeller Challenge has been a great tradition for this website, with entrants receiving recognition, comments and judging by our local industry's finest Creative Directors and Lead Artists. I'm also happy to tell you that previous challenge winner Ninja has been hired by Bullant Studios as a result of his entry! The great news is that Bullant Studios are continuing their support for the Sumea Challenge, and this…
  • Xboxworld.com.au has an interview with Chris Wise from Virtual Mechanix, a local company that specialises in supplying accurate, highly optimised, fully textured 3D vehicle models for the interactive games industry. It's a great interview with Chris explaining how he got into modelling, his modelling process, how Virtual Mechanix gets the contracts, and some things about the cars in Project Gotham 2 which Virtual Mechanix did "Working with Bizarre Creations is fantastic, they're extremely…
  • Anonymous
    Submitted by Danny C/C++ programmers wanted for 3D PC development. Funky Melbourne Studio, Victoria - ActiveX experience - D3D and OpenGL - Windows/Linux Network/Server coding. (optional, but a plus) If you believe in designing flexible, powerful and elegant code instead of just rushing something out the door for a release date, then this fulltime position will appeal to you. You must be able to demonstrate experience. All communications are confidential. Please email resumes and any links to…
  • Whole lotta Tribes: Vengeance action at the Vivendi Universal Games press event in San Francisco. "While it's still early to tell for certain, it sure seems developer Irrational Games is headed in the right direction, building towards a game that should retain the formula that's made the series so popular, while at the same time making it easier for new players to get on board." - Gamespy "This early version of Tribes: Vengeance certainly looks promising. While the version we played, which is…
  • John Passfield (co-founder and co-owner of Krome Studios) has the fifth installment in his game musings series up on his personal website. In this installment, John talks about the lack of exposure our game developers get from local press and gaming magazines. What's surprising in some cases, as John points out, is that the knowledge and know-how that our developers can provide are pushed aside for the opinions from overseas individuals, even when the topic concerned is of our own industry…