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Found 90 results

  1. 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 IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D ENVIRONMENT MODELER We are looking for a 3D Modeler 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: 1. Create 3D models conforming to the polygon-count requirements. 2. Skinning and un-wrapping of models created. 3. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: 1. Have working knowledge of 3D modelling suites. 2. Understand import/export requirements for Unity Engine integration. 3. Excellent self-management skills. 4. Excellent attention to detail. 5. Excellent communication skills. OTHER OPEN POSITIONS Unity Engine Programmer Website Manager 3D Character Modeller 3D Animator REVENUE-SHARE This is a great 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. 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
  2. Hi. My name is Jan and I'm working on horror adventure game called Akolyta. I work togheter with my friend on the game and we are working on demo version for early access. We would love to see new talented developers who would be willing to help us with the development for free in their free time. If you would like to know more about the game feel free to visit game website: http://akolyta.pterosoftstudio.com We are currently looking for: 3D Environment Artist Prop Artist Marketing Manager Concept Artist Sound Designer/Composer C++ Programmer If you're interested, feel free to contact us via email (info@pterosoftstudio.com) or on our Discord channel.
  3. Charly Men's BIZARRE

    The #GameplayVideo is out! Sprint 37++

    What's up!? 😎 We did a lot of gamedev stuff during the last 2 months, primarily for the recently published #GameplayVideo. This one right here: Happy 2. Birthday, Charly Men's BIZARRE!! WIP 🎉 But before the publishing, we had a lot of items to move, i.e., We produced a bizarre #GameplayVideo Song: We released the BIZARRE book Charly Men's BIZARRE Episode I (German Edition) as eBook and paperback on Amazon worldwide. As you can see right here: We talked about how it felt to write a bizarre book. In German. Get the blog entry right here: We installed a lot of meshes, boxes and collisions for the new #GameplayVideo, and in general! We created too dark videos, just for fun! 😉 Therefore, we built light until we dropped dead! And yes, we did all the items we mentioned in the last blog entry, except the game planning. To transport the elements from the book into the game, that's kind of complicated and needs more time. It's an issue for the current sprint 38. I mean, the game must be fun and horror, thrilling and bizarre. Now, we should design it like that! Okay, after 2 years of gamedeving Charly Men's BIZARRE, from the scratch, this is what we have achieved! A first game level, not completely finished but good looking. A main-character, not completely finished but good looking. A whole BIZARRE book containing the game plot and a couple of BIZARRE videos on YouTube, like the #coloredWoman video - a figure from the BIZARRE book! A comment on this video was like "Now I'm completely disturbed". OH YES! We terminate the two years test period as much as we can, and start to realize the game levels as planned (To Do). We start with the second game level, the scene in the desert and we begin to model and texture the objects based on the painted concept art. After that, we start to program the logic. Next sprint, we publish the rough game planning. Later, we lock us up in a dark cellar and gamedev for years until we lose consciousness. In case you have any questions on our texture, coding, Blueprint, C++ stuff, etc. please feel free to ask! Our speaker @SBoijan (Twitter) will help! 😁 Love is the answer!
  4. I am trying to create procedural terrain that loads and unloads chunks based on player distance, using a pool of terrain chunks that update whenever the player traverses a chunk. I'm not sure how to do this though. I already know about procedural generation and heightmaps. I am looking for how to do it in either general theory or unity.
  5. Bacrylic

    Level_Test - Copy.png

    From the album: The Book of Alex

  6. Hi, and welcome to the 18th Dev Diary! I honestly thought that this week was going to be all about the 3D texts, but as it happens, there seems to be always a surprise or two behind the corner when you least expect it. a Forced Re-Design I started watching some tutorials for how to make 3D text in After effects. After several hours of watching and doing after their teachings, I saw that the techniques didn't go well with the setting of my video, as the letters color was not shown correctly and they conflicted with the coloring layers that was used in floor versions 1 through 6. This was done to have a greater control over the color theme of the ice. But as it happened, the way I did it was not a good one. After learning that making realistic 3D letters are very dependent on lighting and texturing, I needed better control over the camera angles. Prior V7, I didn't use any cameras, as that didn't seem t be necessary back then. After creating the Camera first time, the floor didn't align with the background anymore, and required re calibration. On top of that, as I tried to color the floor in a different way originally, the floor was in a bright gray tone. Hence, I needed to do the colors all over again and the 3D texts was not on the agenda anymore for time being. An Opportunity in Disguise As I'm still learning the ropes, it didn't really surprise me that much, that something would need to be re-done eventually - it only makes sense, that you can easily overlook something, when you are not as aware of how things should be done, as a more experienced user would do. Even with experience, mistakes will happen and as such, this is a learning experience. The above picture shows this also, as you can see - the V6 and and V7 floors seem much more squashed than the V8 floor and if look closely, you can see the Bump map is much more visible in the V8 (the bottom one). The whole texture is not visible, as it extends beyond the screen boundaries, but this goes to show, that the high resolution textures have more detail to them, when they are not forced in a very small space, like with the V6 and V7. I also needed to play with the angles of the floor, as for some reason, when I added the Camera to my Composition, the reflection on the ice started to show up in a wrong direction. Fortunately flipping the floor to 90° fixed this issue. Weird how the reflections were working correctly before adding the camera, even though the floor was very close to the same degree before adding it. One difference to before I stopped using the coloring layers for the ice, is that the Caustics settings have very different looking results now, that most of the color settings can be done through the "Caustics" effect. The reflections can be set to be much more sharper and clearer than before, for instance, allowing much greater degree of tuning them. After some more fine tuning the color and appearance of the caustics, I should be able to continue implementing the 3D texts to the video. That's all from the last week, in a nutshell. Thank you for tuning in and I'll see you on the next one! And as always, you can check out every possible mid week announcements about the project on these official channels; • YouTube • Facebook • Twitter • Discord • Reddit • Pinterest • SoundCloud • LinkedIn •
  7. JAG-Robert Hashman

    Jaunty Ape Games - Desert Creator Kit

    This package is a low poly 3D model kit with included materials and textures. The purpose of this large set of models, is to give the user a toy box of parts to make their own desert scene for use in their games and other projects. This kit is intended for use with DirectX and targets PC platforms. This kit contains 68 3D models, 34 Unique Models, an FBX for each category of models, 34 OBJs for use in other software packages, 83 Prefabs, 5 Categories of Assets, 34 Materials, 30 2048x2048 Diffuse/Albedo Textures, 6 Terrain Normal Maps, and 6 Diffuse/Albedo only Shrub Alpha Cards. Tri Count: Rocks: Range 126-216 Rock Formations: Range 696-2302 Shrubs: Range 120-1240 Palm Trees: 5k (each) Cacti: Range 752-880 Cacti w/Flower: Range 272-1088 https://assetstore.unity.com/packages/3d/environments/landscapes/desert-creator-kit-142645
  8. Allezore

    aspiring environmental artist

    i hope this is in the right area for this question. If not please point me in the right direction. I want to get into environmental design and would like to know what skills are important to be on top of. I have some skills with UE4 and only one class of 3ds max 3D modeling under my belt. I'll be graduating soon and would like to get started in designing the next generation of amazing game environments for future generations to enjoy. All i need is a point in the right direction and advice on what to expect in my endeavors.
  9. Hello everyone! My name is Nikita Yashukov. I'm a 3D Artist looking for projects to participate. I have been creating 3D stuff for about two years and I'am interested in teamwork experience. You can see my works here: https://www.artstation.com/lof My contacts: shvartznik@gmail.com Thank you.
  10. Hi, I'm trying to set up my visual studio code environment for my c++ project that I compile with gcc. The makefiles are made with premake. A problem I have is that predefined macros and things from the precompiled header are not detected by vs code which means I get incorrect highlighting and intellisense errors. How do I let vs code know about these things so it can get properly highlighted?
  11. 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 IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D ENVIRONMENT MODELER We are looking for a 3D Modeler 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: 1. Create 3D models conforming to the polygon-count requirements. 2. Skinning and un-wrapping of models created. 3. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: 1. Have working knowledge of 3D modelling suites. 2. Understand import/export requirements for Unity Engine integration. 3. Excellent self-management skills. 4. Excellent attention to detail. 5. Excellent communication skills. OTHER OPEN POSITIONS Unity Engine Programmer Website Manager 3D Character Modeller 3D Animator REVENUE-SHARE This is a great 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. 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
  12. Brain

    Level 8 - The Generator Room

    From the album: Mr Boom's Firework Factory

    The generator's wheels rotate and the engine vibrates. Don't send a crate into the firebox to the front of the machine, or you'll soon find out what a mistake that is. Both junctions leading to the firebox are linked together and can only be changed by clicking on buttons on the rear of the generator.
  13. Mikael Henriksson

    Eight Entry - February 23, 2019

    Hi! This is the eight entry of my development blog for my project 'Tracked Mind'. I was planning on releasing a new video to show you all what the game looks like right now, but I discovered a bug when the Player interacts with some items. So the video will have to wait until I have fixed the bug , I decided to upload a few new screenshots instead. One of the screenshots shows an early version of an abandoned house that I’m currently working on. In the next blog post I’m planning on uploading another screenshot of the house to show you the progress. Items affected by physics are now making noises when moved or hit by something, they all make different sounds depending on what material they are made of What's new?: - Water reacts to the Player and creates ripples. - Items that are affected by physics will now make sounds when moved or hit by something. Known issues: - A bug stops the Player from interacting with some items. Take care! /Mikael Henriksson
  14. thekingofdemons

    Tkodo Lava Pit

    From the album: Tkodo Colossus Arena

    Just a simple preview of the lava and environment within the world.

    © Content Copyright 2011-2019. Tkod Online Productions. All Rights Reserved.

  15. pat thompson

    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.
  16. pat thompson

    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.
  17. Lord McMutton

    Snowy Environment

  18. https://www.cgtrader.com/3d-models/interior/house/victorian-sconce https://fr.3dexport.com/3dmodel-victorian-sconce-173747.htm
  19. binarycat

    a hidden spring

    From the album: The Story of Little Fire (WIP)

    One of my favourite rooms that I've designed so far (also the smallest). Samus is a stand-in for my protag until I get a proper sprite, but everything else is mine.
  20. The Map System I've been subconsciously dreading has finally been implemented and the rest of the menus are coming together bit-by-bit as I program all the pieces separately and connect them together (instead of cramming everything I could into one giant, unreadable script like before). The results? See the latest gamedev update to find out.
  21. Check out my new Youtube Video to find out how to get 75 (or 380 MB) high quality Sound Effects and Atmospheres !
  22. 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.
  23. 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
  24. Building Block Heroes - Mechafolk Factory Now we're starting to get into the heart of Mechafolk territory! In this week's feature I discuss the birthplace of all Mechafolk, the Mechafolk Factory. Description The Mechafolk Factory is a large-scale industrial zone from which all Mechafolk are assembled. The Building Block Heroes find themselves winding around large conveyor belts and cranes, taking care not to slip on the patches of oil on the ground. The Mechafolk Factory introduces moving blocks, which have a nasty tendency to ruin everything the Building Block Heroes have built. Moving platforms display one to three green arrows on them, which denote how many spaces they will move and in which direction. After a certain amount of time, the glowing arrows turn from green to red. Once the blocks are "armed", the player is given the chance to place the block currently under his or her control, providing an opportunity to prepare for the sudden movement of the level. The blocks were originally supposed to move immediately, but for gameplay purposes it was deemed to unfair to the players to have everything suddenly shift without warning. Thankfully, the Mechafolk Factory employs a streamlined shipping process that sends out completed Mechafolk as soon as they are finished, meaning that there are no enemies in any of the Mechafolk Factory's levels. The only one present is the area's boss, which launches attacks based on colour rather than simply smashing things. This boss likes to wind himself up before he attacks. As the screw on his head gradually twists upward, the screw body turns into whatever colour will be targeted next. Eventually, the screw drops and destroys all on-screen blocks of the same colour. This can be especially painful if the Building Block Heroes have been relying too much on a single colour to work their way around the level. Design Like the Mistypeak Mountains before it, the colour scheme of this area was one that had to be chosen carefully. A mechanical factory necessitated lots of grey, so I added hints of blue, green, and purple in order to mix things up a bit. Still, I didn't want a single colour to dominate too much, so I added copper piping for contrast. As a general rule, I try to have the boss sprites match the overall colour scheme of whatever area they reside in. However, because this boss attacks based on colour, I deviated from that rule to include all four colours of block into its sprite. This gave me an excuse to throw in some yellow gas tanks into the scene, because then there would be some precedent for them rather than having them stick out for no reason. The resulting thumbnail thus contains an enormous amount of contrast while still feeling mechanical. The background music was meant to sound kind of industrial and workman-like, so I started off by composing a strong bass line, complete with a fast-paced percussion track. Once it came time to compose the melody, I chose to rely on heavy brass coupled with saxophones and honky-tonk pianos. This gave the track a funky-sounding blue-collar vibe, which I felt captured the feeling of "men at work". Let me know what you think! The levels in the Mechafolk Factory were very fun to build and test, although people playing the game might hate me for it. Feel free to follow me on social media as well if you're interested! Twitter Instagram SoundCloud
  25. PROJECT OVERVIEW: Beyond The Frontier is a open galaxy RPG set in an galaxy far far away. its a game i have envisioned for years!, The Game will be developed in Unreal Engine 4. in the game you will be able to be who YOU want to be, Fly Epic And Fast Ships, But Most Importantly, Go On Epic Quests! Become A Pirate, Kill The Pirates, Join Factions And Go On Epic Adventures Through The Galaxy! im currently in the middle of designing the game however i need concept artists for the gdd, then we will go from there eventually getting 3D Artists And Unreal Engine Programmers. Recruitment Details: - Concept Artists: responsibilities include creation and design of environments, Weapon Concepts And Ship Concepts. DEVELOPMENT PLAN: PHASE 1: Concept Art Planning Future Development + Brainstorming Game Design Document Completion PHASE 2: 3D Character Modelling +Environment And Prop Modelling And Texturing Basic First Person Set Up With All Player Character Features And Inventory And Quest Log. Early Marketing (For Kickstarter Or To Grow A Community) We Will Be Adding Phase 3 And 4 which Will Include Much More Questing Stuff. APPLY: email me at rioishere14@gmail.com
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