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About OrbitInk

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  1. I agree with Awoken. Try differentiating the layers with color and contrast to give a focus to your level (background vs foreground). You can also try adding texture. It will add some visual interest while keeping the simple style that you are going for. Take a look at this example. Its a simple style (maybe too stylistic), but has a clear background and foreground with subtle textures and simple layers of detail. Best of luck with your game!
  2. OrbitInk

    Custom Game Art & Design

    Jump start your game or creative project with custom concepts and visual development: Character Design Design exploration, Concepts, animation prep. What you receive: (2-3) character thumbnails (1) full color character render (On request) Character sprite prep for 2D animation Vehicle Design Practical or futuristic, Concepts, animation prep. What you receive: (2-3) vehicle thumbnails in 3D (1) full color vehicle render (On request) vehicle sprite prep for 2D animation Environment & Prop Design Look development, color keys, world building. What you receive: (2-3) environment and prop thumbnails (1) full color environment render (On request) additional unique prop design Story Art & Cinematic Renders Marketing & promotional, story cut-scenes, team Inspiration. What you receive: (2-3) scene thumbnails (1) full color story scene or cinematic render Contact for a quote. *Delivery time and price are dependent on project size and complexity.
  3. @Slaymin,    Thanks for the feedback! I work in a very similar field, so I really appreciate the insight into your experience in projects of this nature.    I agree completely that perhaps an optimized or re-designed 2D platform for this project would be an easier and cheaper option. It would certainly save us many hours of development and troubleshooting.    I think my team has a unique opportunity to test the feasibility of VR interactivity in that our client is very much on board with exploring new technology, however like you mentioned, we will need to make a strong case for VR and its value add if this project is ever meant to see the light of day. VR certainly has a long way to go in terms of ease of use and development practices, but if anything it is exciting to be a part of a budding platform.   Thanks again!
  4. @frob - I should have embellished on our idea for the system itself. I agree, bar charts would be super boring!    The program would allow you to rotate, zoom, break apart to reveal internal components, and inspect a 3D model of the vehicles. It would highlight specific parts that need updating/repairs, pop-up notifications, etc. We really have no shortage of ideas of how this program could look visually engaging. Do we have the developmental capabilities to pull it off... that remains to be seen! Thanks so much for your feedback. 
  5. Hello!    I am a graphic/UI designer for a group in the Washington DC area. Recently my company has taken a stab into the brand-new world of virtual reality and is currently exploring how VR can add value to our current service offerings.    In an attempt to avoid getting bogged down with details, I will give a brief example of our current project:    Client & Need: Agency that moderates status of assets (vehicles). They need to give weekly briefings and presentations to high-level executives to give a quick and comprehensive visibility into availability of assets and status of repair efforts -- (how many vehicles are ready to go vs. how many are down with technical issues).   Pitch: Create an organizational system in Unity & VR that allows the team and leadership to experience an interactive and visual presentation of vehicle availability. This would include an interactive system that would pull accurate and real-time data from a remote server or CMS, translating it into the visual presentation. This way, the VR experience gives accurate data, without the need to hard code any changed info into Unity every time a change is made to the data.    Why VR you ask? The client already has a 2D version of this system I previously explained. VR elements would allow the client to give an immersive snapshot of the company in a mobile, engaging, and visually compelling way. Who doesn't want to feel like Tom Cruise when they go to work every day?   I would LOVE to get anyone's feedback/thoughts on this idea. Is this possible? Do you see feasibility in developing a tool like this? My primary concern is whether or not Unity can pull data from a server through JSON or AJAX, and interpret it into the application every time it is run. 
  6. Not sure if any of you are aware... But CG society puts on several awesome challenges per year. Their current challenge, called the Tornado Twins Game Challenge can be found here:   Here is their description of the event:   "TornadoTwins; youtube’s number one game development channel, is partnering with CGSociety to host a global game challenge for the world’s top 3D artists.  Accomplished 3D artists are enabled to turn their art into a complete first person shooter using FPS Control, the Twins’ plugin for the Unity Game Engine.  It is unique in bringing artificial intelligence, weapons and interactive worlds to life, without the need of a development team. Participating artists will create up to 2 minutes of gameplay.  The finished games will be exported to unity3d format for play in the browser, so that all competition viewers and judges can easily play the finished games."   Check it out!
  7. Thanks for the great advice! @capn_midnight - Thats a great way to look at making work into a routine. I've always tried to set a time to work, with the occasional sporadic "inspirational moments" thrown in, but it never stuck. It didn't occur to me that forcing myself to NOT work on my "off" time would end up focusing my motivation and anticipation to that specific session. Its worked pretty well so far. Thanks again!
  8. Hey Everyone! The doldrums of game development are here. Its summer, we all have "real" jobs, and the Steam summer sale demands most of my attention. I'm working on a game project with four other guys I met through GDNet, and the project is going fine, although some people are better at completing their work assignments than others. Granted, we all have lives outside of the project, and no one is getting paid until we try to sell it. Since none of us are professional full-time developers... yet... it is understandable that things get in the way. With that being said, do YOU have any advice for us from your own experiences that kept your team motivated, or at the very least kept the work interesting? Please feel free to offer suggestions! PEACE!
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