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Found 56 results

  1. Arpago - Panorama of Southern Woods

    From the album Arpago

    An overview of an area south of the city. You can see a graveyard in the back, surrounded by mountains.
  2. Hi, I'm creating 3D environment for our side-scroller platformer game Warriorb. I use Blender for creating props and UE4 as game engine. My aim is to create different looking and feeling area types while keeping the same art style. I go for something between stylized and realistic. I don't use much detail because I don't have much time for each area. I've attached some examples. If you have any tip on how to improve my scenes I would be glad to hear it!
  3. [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. Hello everyone, First of all, I don't want to make some Minecraft clone. Anyway, I was wondering what would be the best way to make a cubic world with a few different types of blocks(=different hardnesses, one for the terrain, one for buildings, one for player-built structures and an indestructible one), preferably in Unreal Engine 4. Of course I've already looked up voxel world generation online, but couldn't quite find anything I need. One of the biggest problems is that all of those blocks have to be able to take a lot of different colors, because they won't have a very "present" texture. The thing is that I don't wanna make a whole new block for every color. The maps are not supposed to be big, only like 2 km² or smaller, overall graphics don't have to look amazing as well. I hope some here has an idea, the map creation is the only thing at the moment that's holding me from making the game. If you have any questions or need for more information, feel free to ask. Any help is greatly appreciated!
  5. WIP: The SUBMARINE CITY

    Hello folks! My name is Rubens, Just left a big game corporation in Montreal and decided to dedicate my time to our great community and SkyHigh, our own GameDdev startup. This is my 'Secret Submarine City'. It's still WIP, on the blocking stage. I will be posting the next steps here very soon, so you can give me some crazy ideas on how to move forward. I think the level of detail, focal points, composition and post-lighting will be the greatest challenges moving forward. Thank you in advance for letting me join in. Now lets go crazy and make some art!!
  6. Here is the scenario I have pertaining to a combat system I am jotting down on paper. The attacker has 100 soldiers each with 1 attack point and 3 health points. The defender has the same. All the player has to do is press a button and combat is all computed then the player is just shown the results. From my current example, I would have the attacker's soldiers do 100 points of damage to the defender resulting in 33 defenders being killed. The same happens to the attacker's soldiers. This continues until both sides defeat each other at the same time and it ends in a draw. I feel if I introduce a random factor, the battle could get lop-sided and the smaller side could not recover So I thought I would ask the community for their opinions of the very simple combat scenario. The game concept I am designing deals with combat from outside the actual conflict. Sort of like a coach and a sports team. You give orders and watch as your units perform them. The game does start small, with 100 to 200 soldiers (all the same) and could grow to larger numbers as well. I was just wanting to get a system in place for small conflict that could scale into larger ones. Each side has a unit type (soldier) a unit quantity (100). The player give the order, and the computer does the rest. After both players give their orders, the results are computed instantly. Keeping all things equal, Attack power, defensive power, etc. (I need a baseline) What would be the best way to determine damage? Static numbers, or RNG numbers? To use or not use RNG in combat?
  7. Hi Everyone We are a distibuted group of youg developers / artists who share a commun goal . we believe in our ability to make high quality games that challenges the status quo and will prove our skills as professional developers/artists. The game we are making is a fast paced action game that will try to add to the existing formula of action combat. it will be a short 1-2 hour adventure set in arabian inspired universe we focus more on giving the best quality possible no matter how short the game will be. As we are geeting colser to start the actual game production we are in need of talented environment artists that are interested in the learning process as well as the collaborative experince of game development If you are a 3d artist and willing to take part in this journey of learning that will help you build a strong portfolio as well as help you get actual game develoment experience that I would very much be happy to welcome you to this challenge. Email : achrafgarai@hotmail.com
  8. Beer shop package

    twitter
  9. Asterion: Environment Art

    From the team of Asterion we want to show you a small preview of how our level is looking so far.. We have been working on textures and props and we are really happy with the results. Any feedback would be appreciated! Thank you!
  10. Today again I painted the next drawing. I look at him and I understand that something is wrong in him. Can problems with the prospect or with black and white or with the composition or is everything terrible? help me figure it out, help.. My english is not very well, i'm from russia and i want to draw for game
  11. DevLog #9 - Campfire functionality

    The fire grows as you spend time in the game As the fire grows the story progresses. When the fire goes out, the story stops. You keep the fire alive by maintaining a streak
  12. Forge 3d illustration

    From the album 3d renders and assets

    Forge 3d illustration design for a mobile game. More 3d works are at: https://fgfactory.com/en/works/3d
  13. Barn 3d illustration

    From the album 3d renders and assets

    Barn 3d illustration design for a mobile game. More 3d works are at: https://fgfactory.com/en/works/3d
  14. Gameplay environment design

    From the album Casual vector art

    Game environment design for a mobile game. More details about this project are at: https://fgfactory.com/en/work/action-vitas
  15. Hi guys! The second entry for Pixelpunk XL devlog is here. All new and interesting from the development is described below. In the last week I was working a lot on the new constructions and sci fi panels to decorate some rooms and tunnels. Now the biggest rooms have completely different look and it changes every time after random generation of the level. I am still working on the post procession filters which make the retro style look. Work on lighting never stops and here are some new examples and screenshots. There is still a lot of work on random levels, but now I'm starting to think about bosses. What will they look like? We'll see.
  16. Costello Fortress

  17. Underwater Pandora Concept

    From the album PK Game Art

    Environment concept exploring what the underwater worlds of Pandora in Avatar 2 might look like. Fan art illustrated in Photoshop.
  18. Hexagon Game Tiles

    From the album PK Game Art

    Hexagon terrain tile set sample for the Mouchet Software game "Cohorts". These tiles are meant to be aerial views, and play important strategic roles in the game.
  19. Chinatown Luck

    From the album PK Game Art

    Environment Design for the AGS slot game "Chinatown Luck". The gate was modeled in 3D first, and then illustrated with the rest of the scene in Photoshop. Heavily animated in After Effects - the whole cityscape comes alive, with lanterns swaying, neon flickering and sparking, people moving, steam rising from street food stalls, rain drizzling, mist flowing, etc.
  20. Snowy Environment

  21. The Pillars of Ethios

    From the album Ethios: Valiant Plume Saga

    The world of Ethios is held aloft by massive trees known as the Pillars.
  22. Forest-themed levels in 3D linear games seem to be tricky to pull off. I primarily refer to first person games though this can easily be applied to third person games and possibly top-down games. Older games were limited by the hardware used at the time so texture space and polygon counts were important to manage. These games uses a flat texture of trees to create the illusion of depth or create rocky cliff walls to obscure parts of the scene the player is not meant to view. An example of a linear forest level is Forest Edge from Disney's Donald Duck: Goin' Quakers on the PlayStation 1. A relatively recent example of a linear forest level are portions the Outlands White Forest from Half-Life 2: Episode 2 on the PC. You can see that it looks more like a small narrow valley. For gameplay and readability it works well and doesn't feel artificial though it's not quite a dense forest. Outlast 2 did have areas set in tree-filled areas but the only indication of not being able to go through some bushes or trees are invisible barriers, which supposedly works but feels very artificial in my opinion. Some games in recent years like The Forest and Ark: Survival Evolved have made fully explorable forest levels but they are non-linear open world games. Since the respective games aren't linear in nature they have no need to funnel players through areas designed to be traversed. How can depth and believability be achieved without making the player confused or lose their direction? How can making a linear forest level be done without making the environment appear artificial? I created this topic as I'd love to hear what you guys think. I don't think there's a right or wrong way going about making a 3D linear forest level.
  23. I'm studying games art at uni and have been tasked with studying the phrase 'Character artists are higher skilled than Environment artists'. The topic is based around modelling in 3ds Max and ZBrush. I am required to gather opinions from outside sources.I myself think that character artists have more skills as they need to pay closer attention to details. They have an important job role as they are creating the main focal point of a game. Even in 1st person games there are cut scenes where the model is used.
  24. Alternative for an open world

    Hello there! First of all i don't know if this is the right section for this.. Ok so i need a little help with an idea. I have always been fascinated by open world games where i could explore the world freely and i would love to create a game like that but sadly it is rather impossible for a sole dev. So could you help me by giving me an alternative that would be easier to achieve and would give.. i don't know.. 'the same experience' in a way. For example i loved The Forest and it isn't very complicated having no set quests or side quests, you don't get to create a character etc. I have looked into other categories of games like platformers and such, but nothing attracts me like a nice world to explore. Btw i love designing terrain/world and creating a story if that's of any help. I know this is kind of vague, but i hope you can help and save me from wasting a huge amount of time by starting something i can't finish Thanks in advance
  25. Any self-respected JRPG has always an iconic city, a place that will stay forever in the player’s memory for years to come. There are so many examples of this kind of places in the industry. A fact that makes it more complex to come up with new ideas. Despite all this, at Abrego’s it has been clear to us that the main city of our game had to be special. Inspired by ancient greek and japanese culture, we aimed to create a place that would not only serve as a place to pass through but that could be as meaningful as the protagonists, a nexus between the story and the characters. From this desire, Shinn is born, one of the most important city in Feros. The cruel war between the North and South have made Shinn into a fundamental emplacement for each opposing forces. Shinn is a city surrounded by everlasting flows of clear water, and the draught that is hitting the south of Feros makes its control essential for the survival of both sides, so, ruling Shinn is one of the most powerful weapons to win the battle between North and South.This conflict has also been fundamental in the conception of Shinn. Before the war, the city didn’t have a wall around it and it was really only a small village surrounding a temple, but after the conflict began this circumstances changed, Shinn became then a bastion against the attacks of the enemy. Life in Shinn had began around the temple devoted to the Synchrony, the discipline used by the northerners to synchronize themselve with their allies and enemies, to control, improve or weaken their minds and bodies. The lasting battles made them build their homes, businesses and other places, with easy to repair materials like wood, but placing them on strong and solid rocks. The city layout is inspired by The Acropolis of Athens, but with clear reminiscences of traditional japanese villages. If we walk around Shinn, we’ll see all those characteristics of the old oriental cities, livened up by a soundtrack that will take us to those magic places, where the wind embraces honor and dreams. The final creation of Shinn in the video game has been as tough as fulfilling. The amount of details contained in the city, is only a little proof of the care we have put in its development. Shinn is not just an accidental location or a setting to place the story, it is where players will want to stop and watch the surroundings, interact with its citizens, improve their equipment and feel every little piece of story like a gong hitting their heart. As Leonardo Da Vinci said “water is the driving force of all nature”, in Noahmund’s world, Shinn is the power that will put in motion the charm from each corner of Feros. The second demo of Noahmund is out in www.noahmund.com
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