Skip to main content

The Latest

Popular

  • 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 
  • Yes! You too can have internet!
  • I've started on a new section on Sumea, called Sumea Flashback. It's an archive of free to distribute games from Australian developers. I know that Beam's 8-bit computer titles have been made free since '96, so I'll be concentrating on getting all them up.. (if you're a bit of a retro nut, and don't mind finding some of the games and doing their pictures, then I'd appreciate some help :)) Also if you know any other developer CEO's that don't mind their 8-bit / 16-bit games in the list, then let…
  • Polycount reports of a cool plugin for Max4.2 users who need some Max5 UVW unwrapping goodness.. "UnRapper4 is a freeware clone Max5's UVW Unwrap tool - except it runs in Max4.2 and above. The functionality is identical, but the menus and icons are a "little" different. If you are stuck using Max 4.2 or you would like new uvw unwrap functionality in Max4.2, please "try my product." I am giving this plugin away free because I am confident you will come back to me for all your UV Editing needs.…
  • Activision and Marvel comics have got together to bring us The Invincible Iron Man.. "Developed by Torus Games, The Invincible Iron Man allows gamers to experience the powers of Iron Man as he fights hordes of enemies while tracking down the super-villains who have stolen his battle suit technology. Using a variety of battle suit weaponry he navigates diverse levels that are filled with environmental obstacles and imminent danger. Multiple power-ups, unlockable bonus items and special pick-ups…
  • Sometimes when you search around on the net, you might stumble onto something that's pretty darn interesting. Well, I found this recent-ish interview (April 2002) with the FIRST employee at Melbourne House / Beam Software (now Infogrames Melbourne House) !!! Veronika Megler was in the team that included Philip Mitchell, and Stuart Ritchie who developed "The Hobbit", over a period of 18 months. That title managed to push over a million units. Not too shabby! There's plenty of interesting…
  • Pop over to Ausgamers to download Ratbag's Dirt Track Racing 2 demo! You'll get to play with a choice of 2 cars, 2 tracks, and 2 skins, so check it out here!
  • Gamespy has another developer diary with a Krome personnel. This time, it's with Ty, the Tasmanian Tiger's level designer, Robert Watson. He gives us some insights on tools and procedures for building the levels for Ty, along with how he got the gig. "For the three years I've spent at Krome I have filled a variety of roles, including lead QA, assistant producer, and producer. So it was with some genuine nervousness that I jumped into the role of lead level builder on Ty a little less than 12…
  • Gamasutra has a great article discussing the role of architecture in videogames, and how the environment supports gameplay. "Architecture -- meaning both landscapes and structures -- is what turns the bare grid of the chessboard into the living world of the computer game. Its importance is on a par with character design in creating the player's visual experience. Character design tells you who you are; architecture tells you where you are. But more than that, it also tells you what might happen…
  • It all started a long time ago when John Passfield, a Microbee progammer who occasionally wrote for comics, met talented comic artist Steve Stamatiadis through a mutal friend working in a comic book shop. Together, they formed Interactive Binary Illusions, which later became Gee Whiz! Entertainment. They are, however, known now as Krome Studios, responsible for the impressive and most eagerly awaited Australian developed title called Ty, the Tasmanian Tiger. Ty had it's North American release…
  • Well, it's finally here. Gamershell reports.. "EA today announced that it has begun to ship in North America its new character-based action game, TY the Tasmanian Tiger for the PlayStation? 2 computer entertainment system, the Xbox(TM) video game system from Microsoft and Nintendo GameCube(TM). The game drops players into the richly animated, 3D backdrop of Australia, where as the boomerang-wielding TY character, players will go "down under" for a variety of Outback-themed adventures." To read…