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Member Since 16 Jul 2010
Offline Last Active Oct 16 2015 02:04 PM

Topics I've Started

Creating low poly game assets using blender - 3d modeling a simple Barrel for absolute...

25 September 2015 - 02:36 PM

link: https://youtu.be/S1amy4FCyFc


3D Barrel Download Link: http://www.bigrookgames.com/files/blender/lowpolybarrel.zip

License: CC3.0

We are starting a series for absolute beginners making low poly 3d game assets. If you would like any custom 3d low poly assets just list them below and we will create a tutorial on the object, and give out the object for free under CCL3.0. Also if you have any critique on what you feel a blender tutorial should involve and what it should avoid please let us know so we can grow and make future tutorials better each time.

following this will be uv mapping, then texturing.

Call of Duty Exo Zombies Remake Unity Tutorial Series

11 September 2015 - 01:00 PM

I'm creating a call of duty exo zombies remake with all the assets available for download and currently includes the features listed below.  Also the video series shows how to make everything from scratch with the help of an fps controller kit.


channel: http://www.youtube.c.../bigrookdigital


Part 1: Creating spawn doors: https://www.youtube....3d_mCaz&index=1

Part 2: How to make the Mystery Box from scratch: https://www.youtube....3d_mCaz&index=2

Part 3: Mystery Box part 2: https://www.youtube....3d_mCaz&index=3

Part 4: Adding the game map and the fps controller: https://www.youtube....3d_mCaz&index=4

Part 5: Pathfinding and adding enemies: https://www.youtube....3d_mCaz&index=5

Part 6: adding fps kit: https://www.youtube....3d_mCaz&index=6

Part 7: Enemy damage and death: https://www.youtube....ELYYhZbg3d_mCaz

Part 8: Scoring System and Play Damage: https://www.youtube....3d_mCaz&index=8

Part 9: Adding spawn wall into scene: https://www.youtube....3d_mCaz&index=9

Part 10: Random enemy animation blend trees: https://www.youtube....ELYYhZbg3d_mCaz

Part 11: Stage Management and Enemy Speed: https://www.youtube....d_mCaz&index=11

Part 12: Buy Weapon System: https://www.youtube....ELYYhZbg3d_mCaz

Part 13: Functional Mystery Box: https://www.youtube....d_mCaz&index=13

Part 14: Enemy Drops Random Pickups: https://www.youtube....d_mCaz&index=14

Part 15: Setting Zombies on Fire: https://www.youtube....d_mCaz&index=15


Download links for each of the assets in the videos.


How to start a game development youtube channel, tips, ideas, advice?

22 December 2014 - 10:38 PM

Hi game devs,

I am trying to start a unity game development channel because I think it would be a great way to stay engaged in the community as well as keep expertise up on the subject.  Teaching is a great tool to learn , as you must research and make sure that everything you provide is usable, helpful, and correct.  And providing help to others is always great too.  Another reason is that I think it would help with speaking because I am starting to focus on public speaking events and it's a skill that I have wanted to work on for a while.  I wanted to see what you guys think of when you watch video tutorials for game dev.   Do you generally have a channel that you go to first? do you try to look for videos that provide the assets so you don't have to do it yourself? Do you look for shorter videos?

ANY tips, ideas, or advice would be fantastic, and if you want to support or check the channel to see what should or can be improved: http://www.youtube.com/user/bigrookdigital, and if anyone else is a content creator for videos I would love to hear your opinions as well!


Thanks in advance guys.

Call of Duty Zombies Remake w/ Unity

22 December 2014 - 10:18 PM

Hey guys, I've decided to remake one of my favorite games off all time, CoD Zombies, using Unity 3D and decided to create it with tutorials and provide all the free assets along with it for everyone to use. It will probably be a long series but if anyone is interested I will be posting the videos and providing links to the assets I use in the tutorials, so if you don't care about the tutorials, you can just grab the assets anyway!

So far we have done the mystery box, wall board anims, map layout, character controller, and navmesh pathfinding which is the latest.  Let us know what you think!





Creating detailed environments with tiles, suggestions/advice

07 August 2012 - 12:19 PM


I am trying to put together some new maps for my game and have a few questions and requests for advice, first here is some of the tiles laid out in my map editor:

Posted Image

(there are a few tiles missing, like the 3 corner lava tile)

First my concerns:
1. The column tile does not look right against the floor. The tiles are each 64x64 and the characters are about the same size too in that looks weird while standing next to it. I think it looks out of place almost like a pickup item. i think i might try and make the top of the column a different angle so it looks more flat, making the far side much wider. Also i may try to make it 4x bigger to cover 4 tiles, maybe it will look more of a pillar then. Any suggestions? it seems hard to do on a top down view game.

2. I find it hard to think of objects to make the environment more exciting and believable. I am a programmer (contracting art out) so it is important that I come up with detailed lists of assets that I need, but I find it difficult to be creative with stuff like random items you would find in a dungeon, for example. Also it is important that it be the least amount of tiles possible to reduce cost. I realize random items will be extra tiles, but am looking for creative ideas maybe to mix and match things around the room to cut down on the tile count. Any suggestions would be greatly appreciated.

3. There are a few torches on the map which are hard to see, i have asked the artist to try and put a white outline on them so they are more visible, but i think it may look out of place being the only object with a white outline. Are there any other ways to contrast it from the floor better?

4. I was thinking of adding a layer on top of all the game objects for ceiling objects, like dungeon style chandeliers, etc.. I think it will look odd if it moves around at the same rate as the floor does on screen scrolling, so I would have to add a scale to the movement so it looks like it is closer to the viewer. Do you think it would add to the environment? or do you think it would just be annoying to the player to have something in the way? I could also add transparency while the player is below the objects if that would help. good idea or nax?

Also, you might be able to tell on my excellent map layout design from above, but my map layout skills are terrible. If anyone is interested or talented in map layout/design i would be willing to throw some money into cool designs for levels, but that may be better placed in help wanted.

Any suggestions/criticism is appreciated, trying to work on my level design as i think it was a weak point in my original release of Undead Empire. The new changes dealing with environment will be environmental damage (lava) and map animations (like the torch).

Thanks guys,