Saw this on the shelf and knew what had to be done…
Anyways, back to real work now…
squareddesign liked your photoset: Game box arts re-made with clipart
You know what you have to do now…
Game box arts re-made with clipart, Comic Sans MS and ‘bad design’…
The Heavy Rain one…oh man lol…
Lots more here:
Hello, yes we are using the cryengine 3 for our game :)
Wii U version of ICARUS FALLS that won’t ever be.
The whole time we’ve discussed how the game works, how it would control and what engine it will be running on, not once did the subject of the Wii U come up.
Crytek themselves cancelled a version of Crysis 3 they had running on the console. They stated that there was a lack of business support for the publishing of the game on the Wii U. Nintendo are notorious for their terrible connections with third party studios relying heavily on their own franchises and IPs.
We won’t be making this version of the packaging for real, but here’s evidence of us at least mentioning and thinking about the idea.
Rob going a step further than most of the industry even want to consider…
While it’s still early days for the console (some could say that actually these are the days that define its success), you can almost feel that once the PS4 and next MS console arrive, the Wii U is going to be put back further than original Wii was.
Remember how Ubisoft released Far Cry Vengeance for the Wii, but Far Cry 2 on the PS3, 360 and Windows ?
As with most consoles during their lifetime, we never really see the highest level of graphics until late in their lifeline, but the Wii U being said to be only an ‘improved 360’, there is that chance again that with, for example, the PS4 having 8GB of GDDR5 (faster than current PC RAM) and the Wii U only have 1GB GDDR3 1600Mhz available for developers (equal to gaming PCs RAM in speed, but so far away in quantity) , that once the PS3 and 360 games begin to phase out, making a PS4/PC level game, and stretching that to accomodate for the Wii U will be too much effort for developers. When if the Wii U wants to establish itself as a direct competitor to these consoles and not just the ‘quirky other option’, it NEEDS to be having these big selling games from 3rd party developers that always come onto the PS3/360 and not just the Mario’s and Zelda’s.
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 bottle]. I think, ‘I can’t just make this; wouldn’t it be better if I also made something else?’ [He pretends to make another bottle.] It’s a detailed creative process and a great result, but the thinking is, ‘Oh well, it’s a day late.’ In the west, they approach a problem by calculating how much the cost is. The person who decides if that object is made isn’t the person making the object – it’s someone above you. How much time does this take? How much will it cost? Will making this object delay us?
EDGE: You visited a lot of western studios to learn from them after completing MGS4. What surprised you?
KOJIMA: They had a systematic approach to development, and their engine was not just their core engine, but also included all the tools and everything else. In the old days, a modeller would work on [a bottle] for a month, but wouldn’t show it to anyone, since it was incomplete. They’ve no idea how this object is going to be used, and obsess about making it high quality. In western studios, they’d use an incomplete model and slowly refine it until it looked proper in the scene… The level of transparency was another lesson: everybody in the team knows what everybody else is doing. Based on this research, we worked on the Fox Engine, and were doing this when we saw Platinum using the same ten-year-old outdated [methodology]! They managed to make a very good game, so we were surprised. [Laughs]
These first two answers feel very pertinent to our own project, ICARUS FALLS.
Which colour do you think works the best i think the black one ?
If you didn’t know it was called ‘DIP’, would you perhaps read this as ‘ip Magazine’ instead and think that the triangle ‘D’ was a logo ?
Today i designed my gift bag prototype and made it,i also produced the full sized Pillow Box to hold a folded t-shirt it,now i just need to tweek the design a little and decide which paper to use for the design,so far,glossy 90gsm photopaper has proven to be the best for both the bag and pillow box,altho the drawback to this is that it can be quite tacky when the ink is on it.I also have a scale prototype for the iPhone case packaging and a small scale version of my gift bag.To get the gift bag to the right size my template will need to be enlarged to around 200% of the size it is at.But as i dont have the means to print this big,i shall break it down into individual sheets and stick it together this way instead.
Some very nice, professional looking packaging for an fmp.
The very lines and subtle use of shadows on the hands and pyramid also demonstrates good technical ability.
However, I’m a little confused as it looks like the trainers are being worn by the pyramid guy, but the little bit of white you can see inside the trainers says that they’re not.
The choice of either “scary save” or “no save” at all.
Perhaps this should be implemented in the game, on the basis that it provides more horror than anything I’ve ever played…
Some nice typography on Kimi Raikkonen’s 2012 helmet (top 4 pictures). I especially like the vibrant red/orange used against the dark grey, and that it’s all matte.
The bottom two pictures are from Kimi’s days at Sauber (blue) and McLaren (chrome/red). It looks like they tried to fit the helmet around the colours of the Sauber car, which were not nice to begin with, and that gradient pattern on the top doesn’t really look that nice. The McLaren helmet design has quite a nice foundation, with all the long, narrow shapes, but the addition of a lot of small images ruins it for me.