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Found 209 results

  1. Hello everyone! I've decided to implement a destructible enemies system. Description: When bullet hit enemy in specific part of his body(arm fo example) armour, which covers that part of body, will fall off. Enemies in my game are robots so this means that when shooting them certain plates of their armour will fall off. All enemies will have a different amount of armour plates My solution: The only solution I came up with is to make an actor with a static mesh and attach it to the bones of enemy's skeletal mesh. When bullet hit that actor it detaches and fly away with add impulse node. Question: Maybe there is a better solution, which I'm missing and it's more efficient.
  2. Cubic Motion is proud to announce a major hardware update to Persona – the technology behind the world's first high-fidelity digital humans across video games, films, broadcast media, and immersive technologies. Known for bringing to life characters such as Siren, Meet Mike and most recently Akali, Persona continually captures and translates an actor's performance onto a computer-generated counterpart. This enables immediate animation in real-time engines such as Epic’s Unreal 4. Persona’s core technology also drives facial animation for the iconic game characters seen in Marvel’s Spiderman, God of War, Anthem and other AAA titles. Steve Caulkin, CTO at Cubic Motion, comments: “Persona continually evolves to deliver the world’s best capture and live animation solution. This new release, which makes the hardware even more actor-friendly, is especially significant for immediate broadcast and live events.” New features and functionality Many of the improvements to Persona are based on customer feedback, gathered since its initial release in April 2019. Persona’s latest update focuses on performer flexibility and ease-of-use. Most significantly, the helmet-mounted camera system (HMC) and on-body animation system are now 70% smaller – going from 2.3kg to 1.25kg. Additional features include: Quick-release on body mounting system for rapid setup and ease of use Smart battery device with 1.5 hours run time on a single battery, or infinite lifetime with hot-swap capability Physical record button for quick, manual capture in emergency situations LED indicators that allow everyone on set to monitor whether the system is idle, recording or streaming to UE4 Basic audio recording capability to aid animation quality and allow for quick turn around on set Persona’s update will be available from 1st October 2019, paving the way for a new era in digital performance and virtual production. An era where characters, actors and audiences all co-exist and interact.
  3. Cubic Motion is proud to announce a major hardware update to Persona – the technology behind the world's first high-fidelity digital humans across video games, films, broadcast media, and immersive technologies. Known for bringing to life characters such as Siren, Meet Mike and most recently Akali, Persona continually captures and translates an actor's performance onto a computer-generated counterpart. This enables immediate animation in real-time engines such as Epic’s Unreal 4. Persona’s core technology also drives facial animation for the iconic game characters seen in Marvel’s Spiderman, God of War, Anthem and other AAA titles. Steve Caulkin, CTO at Cubic Motion, comments: “Persona continually evolves to deliver the world’s best capture and live animation solution. This new release, which makes the hardware even more actor-friendly, is especially significant for immediate broadcast and live events.” New features and functionality Many of the improvements to Persona are based on customer feedback, gathered since its initial release in April 2019. Persona’s latest update focuses on performer flexibility and ease-of-use. Most significantly, the helmet-mounted camera system (HMC) and on-body animation system are now 70% smaller – going from 2.3kg to 1.25kg. Additional features include: Quick-release on body mounting system for rapid setup and ease of use Smart battery device with 1.5 hours run time on a single battery, or infinite lifetime with hot-swap capability Physical record button for quick, manual capture in emergency situations LED indicators that allow everyone on set to monitor whether the system is idle, recording or streaming to UE4 Basic audio recording capability to aid animation quality and allow for quick turn around on set Persona’s update will be available from 1st October 2019, paving the way for a new era in digital performance and virtual production. An era where characters, actors and audiences all co-exist and interact. View full story
  4. Bacrylic

    AlexMove2.gif

    From the album: The Book of Alex

  5. COMPANY AND 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 UNITY ENGINE PROGRAMMER We are looking for Unity Programmers. You will be working with our Coding team Lead to implement systems and mechanics using C# language. Your duties will include: 1. Attendance of regular team meetings. 2. Timely completion of implementation of assets. 3. Direct contact with Project Lead and other Department Leads for the implementation process. 4. Utilization of version control suites. 5. Utilization of our project management boards (Trello) and communication channels to obtain up-to-date assets. REQUIREMENTS To be successful in this position, following requirements apply: 1. Clear communication and self starter - pushes to meet deadlines and contribute to the project. 2. Ability to complete tasks with limited input/direction from management. 3. Comfortable with working with people remotely and via Trello management system. 4. Good internet connection with ability to update assets/builds quickly, with large dependencies. 5. At least 15 hours of availability each week. 6. Proficient experience using the Unity Game Engine. 7. Proficient experience in implementing assets into the Unity Game Engine. OTHER OPEN POSITIONS 3D Environment Modeler Website Manager 3D Character Modeler 3D Animator REVENUE - SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. 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. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  6. Hello everyone, Scanning of the environment has been completely reworked and now looks completely different. Now there is a trace that our alien must follow to collect builders for the nutrition chest. This makes searching of nutrients more fun and unpredictable because the builders trace can take you far from the start of scanning. Also, now the alien needs special building resources. To find them the player needs to watch the environment and catch the resources with an energy pole. The whole building system will be described in next devlogs. Another feature that has been already added to the game is a simple dynamic weather system. Now we can watch wind speed changes, clouds and rain. The rain can cool the alien's body and may dangerous or useful in different situations. Here is a video with demonstration of the new features:
  7. Now its time for me to create some hands for my fps, this is pretty much useful especially for gun game I'm intended to create. So this is the fist step - high poly sculpt for idle position, more stuff will be available as soon as possible)) when its done)) More shots is available here
  8. I'm a 3D Creature/Character artist looking for a rev-share or hobby project to work on. You can see my work here: www.artstation.com/shephard42 At this point, I'm just trying to add some work to my portfolio. I'm pretty decent with detailed, high-poly sculpting for 2D renders or 3D-printing, but I need to get some experience creating assets for games (and/or VR stuff). I dont have time to create all the 3D artwork for something, but I'd love to contribute to something currently in development. What I'm most interested in is creating high-poly detail to bake into game assets (characters or creatures would be the most fun, but high-poly props/weapons is something I'd consider), but I might be up for lower-poly modeling if the project sounded awesome. I'm willing to work with pre-rigged stuff or downloaded assets from kits if I can be given the creative freedom to make some of my own changes.
  9. Hi, I'm trying to implement a collision on ImpactJS entities that both will be stopped when collided and being pushed. This is similar to player to player collision on top down games such as Battle City where you can't push the other player and vice versa. All collision type combination does not work. It still pushes the other and FIXED vs FIXED is being ignored.
  10. Hi Game Devs! We are a startup that aims to serve indie game groups in making your amazing games! Our mission is to assist you in making the game arts. We'd love to hear your thoughts and ideas to make it happen! If you are interested in our project, please consider to fill in the short questionnaire below. It would only take 1 minute of your time. Also, if there are any matches, we'd love to invite you for a user interview (paid) in the future! Looking forward to your warm responses! Questionnaire link: https://forms.gle/Ye241S4GwJTpjEuYA
  11. Hello everyone! I've just finished my main character model. This was my third attempt and I feel like I screwed it up again. I don't know, but I feel like my characters miss something and it makes them lifeless and forgettable. The only thing, which I like is a helmet. Before modeling process I draw a side view of it. I'm really bad in drawing and never draw something serious before. It helped, but still helmet miss details. I want to ask your opinion on it and maybe some advises (skinning and pose are very bad).
  12. NicBee

    Character Writing

    Hi, all! This is my first post, so I hope I'm in the right place. So, I am interested in becoming a video game character writer; their background, their likes, and dislikes, their hopes, dreams, goals, their temperament, all of that interests me immensely. I am just not sure how I can go about displaying my 'talents'. From doing extensive research online, I have read that a lot of gaming companies would like to hire writers who have showcased their talents online, by writing various stories with different characters and worlds, but I haven't been able to find anything specifically about showcasing just characters. I was thinking about teaming up with an artist who can create my character based off of the references and dialogue but I wasn't sure if that would be smart since I'm supposed to be showing off what I'm capable of and not an artist. What do you all recommend? How can I show that I am determined to become a character writer in the industry? Also, what other skills do you recommend I work on, aside from writing. Thank you!
  13. Hey guys, We are CYDProds, a studio that recently brought 9 talented people with will to start a long-term project in game dev based in "a game a month" policy. There is currently 2 artists, but we think that having one more to release the burden that they are having at the moment, and to agilize the art team. If any of you is interested send me a message to discord and I will give you more details! #8246 Squall22
  14. Greetings, We are BlackHeart Games, building our first ambitious game Lords of Nether, which is a top-down RTS/Dungeon Management Hybrid built in Unity 3D. If you would like to know more about who we are, and what we are doing, please visit our website at https://lordsofnether.com/ Currently we are seeking help in several development areas who would help us wrap up the pre-production step and prepare the game for the alpha (during which we anticipate to start our KickStarter campaign). We are looking for enthusiastic, skilled people who would share our passion and vision of this game, and would help make this project happen. Previous gamedev experience preferred, but not required. VFX Artist Requirements: Experience with node-based shader and fx graphs and tools Ability to observe, deconstruct and implement an existing phenomena as visual effect in a videogame Artistic flexibility: adjust and create content according to the art direction Understanding of basic physical properties of materials Ability to listen, take criticism, and adjust existing work based on feedback Nice-To-Have: Unity 3D FX pipeline: ShaderGraph, or Unity 2018 VEG experience Experience making VFX in a shipped game Basic understanding of shader cost complexity in VFX pipeline 3D Artist Requirements: Experience with ZBush Experience with modelling pipeline in one of the leading software packages (Maya, 3DS Max, Blender) Ability to optimize and re-topologize existing assets Essential tool knowledge: Normal map generation, high-poly sculpting, game-ready low-poly asset creation from high-poly models, ability to create efficient and clean UV mapping, animation-ready topology creation PBR material pipeline understanding Ability to create both realistic and stylized assets Maintain visual fidelity across all produced art Ability to listen, take criticism, and adjust existing work based on feedback Nice-To-Have: Experience making skeletal assets, and importing them in Unity Experience with 3D asset pipeline in Unity Experience with animating and rigging Animator Requirements: Strong grasp of basic animation principles and techniques, understanding of rigging systems and setups Ability to quickly adapt to changes in style and design Ability to cohesively work with other artists, finish or develop work that was already started Coherency and consistency in art style Familiarity with Blender (or any other full-featured rigging toolset) Ability to listen, take criticism, and adjust existing work based on feedback Nice-To-Have: Familiarity with the import tools in Unity for animations and skeletons Capability to perform full workflow from rigging to importing the animated asset into Unity Reach us at contact@lordsofnether.com for more information!
  15. 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 CHARACTER MODELER We are looking for a 3D Character Modeler to create and polish 3D characters for the game. You will be collaborating with the team in creating 3D characters 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 characters 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 modeling 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 3D Environment Modeller Website Manager Unity Engine Programmer 3D Animator REVENUE-SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. 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
  16. 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 CHARACTER MODELER We are looking for a 3D Character Modeler to create and polish 3D characters for the game. You will be collaborating with the team in creating 3D characters 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 characters 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 modeling suites. 2. Understand import/export requirements for Unity Engine integration. 3. Excellent self-management skills. 4. Excellent attention to detail. 5. Excellent communication skills.