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Found 127 results

  1. Hello Everyone! I am looking for a small team to do a rendering project with me. The roles I need are: -Character Modeller -Environment Designer -Environment Modeller(Found) You can use this in your portfolio and you will be credited at the end. If you are interested, please email me at marfo343@gmail.com. Thank you!
  2. I am developing my first game and I need help creating a proper character for ue4. If anyone is willing to help, please contact me on my discord: TooCoolCello#0633 any help would be much appreciated. Thanks.
  3. INTwindwolf

    [Rev-share]3D Modeller

    THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D MODELER We are looking for a 3D Modeller to create and polish 3D models for the game. You will be collaborating with the team in creating 3D models that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D models conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modelling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. REVENUE-SHARE This is the perfect opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Currently the crowd-funding campaign is scheduled for mid 2018. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  4. I wanted to get some thoughts on player character collisions in MMOs for my project. As I recall the original Everquest had them, however WoW didn’t. I also remember Age of Conan had them but I’m guessing they were done on the server which was highly annoying because you could collide with things that were unseen. I’m not sure how EQ did them but I don’t remember having this problem in EQ, but it was a long time ago. My general idea as to do player collisions on the client side. A collision would only affect a given clients player character as seem from that client. On the server, characters would pass right through each other. This means that because of lag, two players might see different things during a collision or one may think there was a collision while the other doesn’t, but I figure that’s less annoying than colliding with something you can’t see and everything should resolve at some point. There is one more case which I can see being a bit problematic but I think there might be a solution (actually my friend suggested it). Suppose two characters run to the same spot at the same time. At the time they reached the spot it was unoccupied but once the server updates each other’s position, they both occupy the same space. In this case after the update, a force vector is applied to each character that tries to push them away from each other. The vector is applied by each client to its own player. So basically player to player collisions aren’t necessarily absolute. I was also thinking you could generalize this and allow players to push each other. When two players collide their bounding capsule would be slightly smaller than the radius where the force vector would come into play. So if you stood next to another player and pushed he would move. By the vector rules he is pushing back on you (or rather your own client is pushing) but since your movement vector could overcome the collision force vector, only he moves unless he decides to push back. You could add mass calculation to this, so larger characters could push around smaller characters more easily. Of course there are griefing aspects to this, but I was thinking I would handle that with a reputation/faction system. Any thoughts?
  5. Hi, Please help us to decide if our current project is cool and interesting enough. If so we will finalise it. If not we will made demo of other comncept. So add to Wishlist if you like it and would like to play someday Video of Psycho Wolf demo: Reveal Trailer Steam Page: https://store.steampowered.com/app/867690/Psycho_Wolf/ Thanks !
  6. The new sprint is here, and we ticked off some work items during the last one, i.e. we finished modeling the furniture for Clearwater’s kitchen in his apartment. We also did UWV Unwrapping, and put a nice texture on all the cupboards and stuff. We imported the kitchen to UE4 and it looks fine. We also finished modeling the furniture for his home-office and did all the UWV-texturing-UE4-things we made for the kitchen. We fixed some bad looking things on the main-character Charly Clearwater himself. We adapted his cloth and skin materials, his proportions and so on. We bought him shirt buttons, a watch and a golden ring (as he is married to Amanda by the way). See the short video below. We adapted his walking animation like a thousand times before. We improved some other animations, too, that would be relevant for the new video. We continued modeling the world-outside-Charlys-apartment-window (replica of the concept art made by our concept artist as you can see below) and created approx. one billion pieces of polygons (at least it felt like…) to build houses for Clearwater’s friendly neighborhood. Are you interested in a new apartment? 😉 We haven’t finished it yet. It’s a topic for the current sprint. The book BIZARRE Episode I is getting longer and longer. The introduction to this book, called BIZARRE: Alltagskiller (that is already published), includes a book called Excess (the book-in-book-kind-of-thing). Excess is an erotic thriller that Charly Clearwater writes during the main story, i.e. during the fulfillment of these 13 bizarre wishes. So, the reader will read two books in one while reading the book BIZARRE Episode I. After having finished the writing of the main book, the writing of Excess begins. The book is going to be heavy! 😉 Furthermore, we made a design drawing of the evil Egyptian power (see below) that is causing the whole drama to the main-character and intends to rule the world. We’ll model her and the people of this culture sometime later, after we have completed a thousand other things. We have a lot of ideas regarding her appearance and that of the ritual and cultic objects of the people from Vï|IV. Our plans for the next sprint are (see the product backlog below): We continue modeling the houses for the world-outside-Charlys-apartment-window. We improve Charly Clearwater’s appearance by adapting his skin envelopes and vertices, again. We program some things in Blueprint to optimize the correct usage of the proper animations for CC. We program the shooting animation in Blueprint and test them till we drop. We test some facial animations for CC that didn’t work when we published the colored woman video last year. In case no errors occur this time, we’ll start modeling some nice facial animations for main-character Charly Clearwater, all relevant for the new video. The facial animated Clearwater is important for the new game blog that is still unpublished, as well as for some new full body 4k pics of CC that we intend to render any time soon. We want to paint another concept art of the next game scene that we’ll probably recreate after the completion of the apartment scene. By the way, do you remember the colored woman? 🙂
  7. Hello to whomever is reading this, I see that you clicked this topic for a reason... you can draw, you're an artist, your work is digital and unique! And, let's not forget, you're talented... And guess what? You're exactly who i'm looking for. A.I is a game concept that i have been thinking about a lot lately, and i'm searching for skilled people (aka you) to join the team. The game is going to be multiplayer, open-world, located on a distant jungle planet that is inhabited by bio-luminescent flora and fauna. The player will be able to explore, craft, tame, build, hunt and form clan alliances/or fight instead! And i need you... Now, if you're still reading this im guessing you're still interested! If you are the talent im looking for message me or post below. Please be able to draw concepts for (which i bet you can): - Creatures - Plants - Characters - Items such as weapons, tools and clothing etc.. I will add you on discord P.S Please have some artwork examples you can show me for reference
  8. I am about to start a PhD that will investigate ways of replicating creativity in the AI systems of simulated people in virtual environments. I will research which psychology theories and models to use in order to achieve this, with a focus on creative problem solving. The aim of this project is to create virtual characters and NPCs that can create new solutions to challenges, even if they have never encountered these before. This would mean that not every possible action or outcome would need to be coded for, so less development resources are required. Players would encounter virtual people that are not bound by rigid patterns of pre-scripted behaviour, increasing the replay value and lifespan of games, and the accuracy of simulations. I am looking for companies or organisations that would be interested in working with me on my PhD, and I think computer games companies might be the most likely. I am trying to think of ways in which this new AI system might benefit games companies, or improvements and new types of games that might be possible. I am on this forum to ask for your thoughts and suggestions please, so I can approach games companies with some examples. Thank you for your time and interest.
  9. lollydipstick

    Character SmileBeast

    From the album: Justin Wolfe's Creature Design Work

    This is a creature design I have titled "SmileBeast". Although it may seem like shock art, I decided to make this creature very personal to me. It is symbolic of the monstrosity that is depression. It represents how those who suffer from depression put on a fake smile, a facade, to function in the outside world even though they are dying inside. The very front-heavy shape of the creature represents how imbalanced depression sufferers feel in their daily lives, and claws represent how depression sufferers often unwillingly lash out at those nearby.

    © Copyright (C) 2018 Justin Wolfe

  10. I'm programing a game with mario in Java. When I run the code, it does not give an error, but the character does not move. I checked every bit but I could not find the error. I left the codes down. What should I do? Oyun.class OyunEkrani.class
  11. Paszq

    Arpago - Troglodytes

    From the album: Arpago

    Troglodytes are a playable races in Arpago - they usually don't talk much and most of them lives near water sources.
  12. Paszq

    Arpago - Fox Folk 2

    From the album: Arpago

    a Fox in a dungeon :)
  13. Paszq

    Arpago - Fox Folk

    From the album: Arpago

    Fox Folk is one of 3 playable races in Arpago.
  14. Paszq

    Arpago - Fox in a cave

    From the album: Arpago

    Screenshot made in a cave leading from tutorial dungeon area. Shows one of the playable races - Fox Folk.
  15. Marina Musetescu

    Character Concept

    Hello! We are currently developing a real-time strategy mobile game and this is the concept art for one of our characters. Her description is: „She blends upper class sophistication with very sharp blades and even sharper fangs.” What do you think?
  16. I started making a game, for a month, I was creating a fighting system that is heavilly based on character traits and story. It is finished, but now the harder part for me awaits.. I cannot think of any story at all. I have a base concept, but dont know how to build on it. i want it to be about characters, that are aware about their levels and they will try to defeat you and steal a level from you, so you can level up, but also level down. What do you do, to think of something, to make an interresting plot, to break a mental block im having right now ?? You can check my BLOG to see, how my game works.
  17. Dezaiw

    Knight armor

    From the album: My model

  18. Dezaiw

    Knight armor

    More images https://www.artstation.com/artwork/1qRae
  19. G-Dot

    Devlog #1 - Very beginning

    Hello, everyone! In this my very first devlog I want to tell about game, which I'm currently developing. "Blunders" is a third person action shooter where you need to destroy enemies' ship. Of course it will not be very easy, because the only things witch can damage this ship is a big cannons (there will be 2 or 3 on a level). And aslo ship will try to defend itself. It will send robots to destroy you and your cannons. Also some supplies will sent to you. After defeating a ship it's admiral will come to deal with you. Level will be finished after destroying an admiral. Currently I'm planning to create 3 different levels in 3 different environments and 3 admirals. For now I don't have much to show only some enemies and main character. Also I've got a little asset library to create first environment (desert) and few animations for enemies. This some main character's renders (I really like to do them). His rig is not very good and probably I will fix it soon. But I've pasted the hardest part - his creation, and I'm very happy. This is link to artstation page. Also I have got some enemies: Well, maybe their poses are a little weird. And there is last thing. I've planned a story and you will not be just killing enemies, but exploring character and world around you. Also at the end I want to say that I wouldn't be very productive in the next two months because I need to prepare to my exams.
  20. Julia Zhurko

    Astronaut

    From the album: character design

  21. KEITHART85

    Help me please :)

    Hi all. I´m artist in PartyHead Studio and we did our first game. We are constantly learning and I would like to ask you that you think the artistic section and that could improve. We want to do an update soon and would like to know if there is something wrong or poor quality in the current version. Game: https://goo.gl/TyfCFY Thanks to all, have good weekend.
  22. I am trying to setup the custom wizard for making a 3ds MAX 2018 plug-in (to export a character animation data), but I can't locate the wizard file folder to put the .vsz file in. In the 3ds MAX 2018 docs, it only mentions where the folder is in VS 2015 (VC/vcprojects). It's a VC++ project, but I don't see any folder in VC for the wizard files. I'm using VS 2017 update 15.5.6 Enterprise, and the folders in VC are: Auxiliary, Redist and Tools. Thanks.
  23. GameDev2017

    All about the new BIZARRE video!

    The new sprint starts today. We've done a lot during the last 4 weeks! We deployed the game on our mobile phone and fixed some bugs. Charly Clearwater is looking good in UE4 now! All his textures and maps look fine. All his animations run fluently. He's now able to walk and run when reaching some defined speed limits. (Blueprint) He is also able to recognize a stair and to use the right animation when climbing upstairs or downstairs. (C++ and Blueprint). Clearwater can now pick up objects from the environment and can save them in an inventory. (C++ and Blueprint) For the new video, the main-character Charly Clearwater must also learn to shoot in all directions when a button is pressed. A topic for the current sprint. Another thing is the game controller. We want to make it easy for the player to move the character, to open the inventory, for example, we want to make it easy to interact and play (on the mobile phone). For that reason, we'll integrate a simple game controller, that is to use and to learn as easy as possible. Simple HUD's will stay in the background, won't disturb the player, but will be there when necessary. The player will get introduced to these elements during the first scene of the game and can use them later whenever he needs them. The new video is going to happen in his apartment, the first game scene. The place where the player is going to learn more about the character Charly Clearwater himself, more about how to play him, how to handle the game elements and the game controller, etc. Plus, the apartment is still incomplete, so we need to model a lot of furniture and objects during this sprint to finish both the videos location and the first game scene. Why the new video? We want to show you what kind of game BIZARRE is. Who main-character Charly Clearwater is. And what kind of quality the game is suppose to have. Call the video "Get to know BIZARRE". :-) That's our plan for the next 4 weeks.
  24. Hey Folks! For anyone attending GDC 2018 - Autodesk will be holding an Indie Games Summit Wed Mar 21st 1-2:30pm, where we will be showing off some new work (see below) and having a round-table discussion to better understand how we can help Indie Game devs and artists working on interactive content. Details and registration are here: http://www.cvent.com/d/7tq4qz If you are at GDC, it would be fantastic to have your voice at this event. Please RSVP if you are interested and feel free to share with anyone you think would like to attend as well. Here’s some of what we’ll be talking about: A new interop workflow between Maya / Max and Unity Recent features that make rigging and modelling simpler and faster ...And more! You will learn some new skills here that we hope will speed up your workflow and let you focus more on making games, and it's a great opportunity to let us know where else we can help you best. Thanks, Laurence Cymet
  25. a2j2tiwari

    2D Show Off

    Hey guys, How is everyone doing? I am new to this forum and I thought what better what to introduce than show off your work? I am a Pixel Artist, Concept Artist and now delving into the world of painting.
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