May 2013
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http://leethomson.myzen.co.uk/Star_Trek/1_Original_... →
The ‘brand guidelines’ for writing an episode for TOS Star Trek. Despite it being for TV episodes, there are some really good design principles to be taken away from this.
Things like plausibility, expectations, reactions of characters and situations. If you’ve never watched an episode of the original Star Trek, you might find some of it hard to understand, but it details some...
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CryENGINE 3 Free SDK Documentation →
Just to anyone who wants to use the CryEngine 3, a link to the extremely useful documentation for it.
There’s also some general art tips for artists that I found here:
http://freesdk.crydev.net/display/SDKDOC4/Lighting+Art+Hints
and here:
http://freesdk.crydev.net/display/SDKDOC4/Gamma-Correct+Rendering+%28sRGB%29
Great stuff..
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April 2013
34 posts
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Such a large-scale Mo-cap is all done, but the game itself needs more time to be completed. We still need to shoot game motion, in addition to voice recording, facial capturing. And moreover implementing those tremendous volume of data takes tremendous amount of time and effort.
- Hideo Kojima, today on Twitter.
I know how you feel Kojima :(
But we’ll both get it all...
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The art of Metal Gear: Yoji Shinkawa’s visual...
Shinkawa’s work is more than just lines on a page. It’s given rise to some of the most memorable set-pieces and characters many of us have ever experienced. Right now, both he and Kojima are hard at work creating a whole new chapter of the Metal Gear experience.
I don’t know about you, but I’m incredibly excited for Metal Gear Solid 5, and I feel that I have a new-found understanding and...
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squareddesign liked your photoset: Game box arts re-made with clipart
You know what you have to do now…
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milographicdesigner asked: Hi, i got a question are you using the cry engine 3 ??
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Interview with Mr. Kojima.
An interview with Hideo Kojima, creator of ‘Metal Gear’.
EDGE: You praised Platinum for Metal Gear Rising, but described development as “leaning towards the old way of doing things”. What did you mean?
KOJIMA: It’s an endless cycle of reiterating and improving, but it’s hard to plan like that. For example, let’s say I’m a game modeller and have to make this object [picks up a...
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jaydevss: I was watching the Making of Metal Gear Solid 2 and it was interesting to hear that they used the same 3d model face for Snake as they did for Solidus, just the textures were changed. I did not realise this until now. Perhaps this is a technique I can use to give the impression of variety, as this is evidence that you don’t need a new mesh to create variety.
la-li-lu-le-lo:
They did...
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Making hi-end game takes for 3-4 years if we were to include the concept stage....
– https://twitter.com/HIDEO_KOJIMA_EN
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March 2013
24 posts
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