ARCHIVE FOR THE ‘RESOURCES’ CATEGORY

Environment Art Production

Tuesday, November 25th, 2008
Author of this post: Carl Yellott-Bilby | About Blog Authors »

All Environment Artists work slightly differently, partly to fulfill their own role or specialty and also as a result of personal preferences. Since the Environment Artist is to responsible for creating an immersive 3D world in which the game takes place, the production pipeline is an important process for all game development. Here I’ve outlined an example work-flow based on my experience for creating a game level.
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Environment Art Techniques

Monday, November 17th, 2008
Author of this post: Carl Yellott-Bilby | About Blog Authors »

The role of the Environment Artist is to help create an immersive 3D world in which the game takes place. Usually taking up the majority of the screen space during play, the environment graphics are a very important aspect of the games visuals. A good game environment needs to be immersive, fitting and consistent in style with enough interesting features and variety to keep its exploration fresh.

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There is No “Hollywood” in QA Testing: The Good

Monday, November 10th, 2008
Author of this post: Joseph Hatcher | About Blog Authors »

Now don’t lose me here. There is a good side to being a Quality Assurance tester, despite my long list of bad things in the first part of this series. If you want to be in QA, there is light at the end of this tunnel. And hey, I’ve been in QA all this time, so there must be reasons that I stay. So if you’re still interested in the dream of a QA Tester, read on.

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There is No “Hollywood” in QA Testing: The Bad

Wednesday, November 5th, 2008
Author of this post: Joseph Hatcher | About Blog Authors »

Do you want a QA Testing job really bad? Does the idea of playing games all day and getting paid for it your glamorous dream job? Do you want to see you name in lights with the latest video game hit?

Are you insane?

I’m going to rain on your parade a little bit, but there is sunshine at the end, I promise.

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Mythic Addresses Credit Policies

Monday, October 6th, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

Mythic isn’t bad, they’re just a victim of genre. Jen MacLean, Chairperson of the International Game Developers Association (IGDA) and VP of Business Development at 38 Studios, recently set the record straight about the Mythic Warhammer Online credits controversy. For those not in the know, Mythic was targeted for press attacks when news got out that people who worked on the Warhammer MMO prior to the studio shift and lost over 3-4 years of work wouldn’t get credit.
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Game Development Ecosystem

Wednesday, October 1st, 2008
Author of this post: Beth A. Dillon | About Blog Authors »

For all of you independent game developers out there, it ain’t always easy finding funding, especially for avant garde or experimental games. That’s where GCube Ventures, an investment firm for interactive entertainment, steps in. Managing Director Shiraz Akmal, formerly from THQ, filled us in on the details of this unique form of financial support for a “gaming ecosystem” from content development to publishing to distribution.

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Writing the Right Email

Monday, September 29th, 2008
Author of this post: Juuso Hietalahti | About Blog Authors »

I get emails from 3D modelers, animators and other artists now and then. Based on my very scientific research (that would be bunch of emails) I could estimate that 50% of the emails I get have no sample links. Some send me extremely long emails explaining their history since they were born. Some send me spam-like messages that are generated to some list (from where I’ve never signed, and cannot unsubscribe).

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Play and Story at Austin

Monday, September 22nd, 2008
Author of this post: Drew McGee | About Blog Authors »

The Austin Game Developers Conference unofficially began on Sunday night, September 14th, as many attendees met with specialized groups in various bars around downtown Austin. If you have ever wondered how to go about networking yourself with industry professionals, this is it. More than likely, you will not find a more relaxed environment to introduce yourself and voice your opinions on the current state of the industry.  And, if you miss the opening night, fear not. The following three nights proved to be just as open to mingling and card-swapping as the first.

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Ken Levine Keynote at PAX

Wednesday, September 3rd, 2008
Author of this post: Nic Berry | About Blog Authors »

In 1977, kids were listening to Rush, smoking cigarettes and a few of the lucky ones had even gotten to second base with the girls, all of which left Bioshock creator Ken Levine wondering “where am I at this point?” Well last week thousands knew exactly where he was as we gathered for his opening keynote speech at PAX 08 offering us a peek at his inner-nerd and a few lessons on coming to terms with our own.
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Your Portfolio Repels Jobs

Monday, September 1st, 2008
Author of this post: Jon Jones | About Blog Authors »

I look at game artists’ portfolios on a regular basis. These websites are usually designed so poorly that I close my browser out of disgust. They’re even bad enough to turn away potential employers, regardless of the quality of the artwork. Tragic!
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image 1
Mittens Faithful
September 17th, 2008
People Look lively
 
 
Spore: A New Breed
September 10th, 2008
Inspiration Design
 
 
 
 
 
Believe It or Not
August 25th, 2008
People AJ & Art
 
 
 
 
 
 
 
 
 
 
 
 
 
 
image 1
Art?
July 7th, 2008
Inspiration Art