Masters VR

A development blog for the episodic VR game Masters.
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11 entries
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Subdivision_CG
September 08, 2017
Watch the Sky!

It's been a while since we last posted, so it's time for a quick update. While most of the interaction and fighting in Masters will be with and against human characters, the player will also occasionally face supernatural creatures. Today we present a mixture between a pit bull and a bat.

1,213 views
Subdivision_CG
June 15, 2017
En Route to . . .

During the past few months weaEUR(TM)ve been doing a lot of R&D and generated many assets, scripts, effects and other elements. Now is the time to structure and organize the project, tieing together everything we have so far and getting our content production workflow ready for prime time.

With …

1,045 views
Subdivision_CG
June 05, 2017
When Van Damme is Needed

Our character workflow series continues as we dive right into rigging and skinning. We mentioned previously that itaEUR(TM)s important to leave some room between the various geometry elements in order to avoid interpenetration. In the case of our character this proved to be important indeed as you …

1,248 views
Subdivision_CG
May 29, 2017
Things Are Getting Hairy

Maybe youaEUR(TM)ve previously seen some cool Nvidia demos with awesome looking hair and wondered why hair in games never matches this quality. To put it briefly, games have a whole lot more processing to do than just character hair. Tech demos typically focus on a single feature and throw a comput…

1,358 views
Subdivision_CG
May 19, 2017
Building With Blocks

After some trial and error we have come to the conclusion that itaEUR(TM)s best to build most of our scene geometry using a number of building blocks, such as wall or floor pieces of a fixed size. These small entities are easy to control and can be modified at any time. When instancing the pieces, …

1,827 views
Subdivision_CG
May 03, 2017
Headless No More

Last week we showed you various texturing stages of our villain. He was missing the head then, so letaEUR(TM)s take another look.

The head and face are prominent areas of every character, therefore special attention and care must be taken when preparing UVs and painting textures. We typically spend …

1,082 views
Subdivision_CG
April 26, 2017
Reinforcement Learning

Typically, artificial intelligence in video games does not have a lot to do with aEURoeintelligence.aEUR? The algorithms are carefully hand-tweaked to the gameaEUR(TM)s scenarios and made aEURoegood enoughaEUR? to provide a decent challenge to the player. The problem with this approach is that the …

1,311 views
Subdivision_CG
April 24, 2017
The Building Complex Layout

We are in the unique position of having someone with an architectural background on our team. This is a luxury few game developers have, and so it was obvious which of us three would be responsible for environment and level design.

The building complex in Episode 1 will be one of the first things pl…

1,153 views
Subdivision_CG
April 22, 2017
Character Basics

Today weaEUR(TM)ll briefly touch on a few technical details regarding character modeling for games. When creating a 3D character model, there are various aspects to keep in mind before passing it on to the rigging and animation department. Of course, some of your main concerns as a character artist…

1,096 views
Subdivision_CG
April 17, 2017
Designing a Gesture Input System

A big focus in Masters will be the playeraEUR(TM)s ability to cast spells. In order to do so, the player must draw a gesture into the air, the game will recognize the gesture and cast the appropriate spell. For gesture recognition we make use of a custom-coded vanilla neural network. This is a mach…

1,391 views
Subdivision_CG
April 15, 2017
Welcome To Masters

Hello readers,

To start off this blog, let us give you a quick introduction to ourselves and to our game.

We are a team of three and have been working together for 4 years. What makes us unique is the way in which we augment each otheraEUR(TM)s strengths to form a work force thataEUR(TM)s incredibly …

1,128 views
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