Welcome to a New Dimension
Jules of Nature
AnasAbdin

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tumblr dot com
PUT YOUR BEARD IN MY MOUTH
Misplaced Lens Cap
Xuebing Du
Three Goblin Art
"I'm Dorothy Gale from Kansas"
todays bird
Cosimo Galluzzi
Monterey Bay Aquarium

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Today's Document
art blog(derogatory)
d e v o n
i don't do bad sauce passes
noise dept.

Product Placement
Peter Solarz

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@jackw-gamedesign
Welcome to a New Dimension
Every now and then the camera just falls into a position and I think “wow, is that my game?”
I completely forgot to post more WIP photos of the CSGO map I was working on at the start of the year. I need to spend a couple more days on this applying the finishing touches, because it’s nearly there!
Did some WIP experimenting with Unity’s lights, skybox and materials to find a colour scheme for the latest level of Lucid Road. Settled on this very ‘watermelon’ look.
For ~ 20 hours over the past two or three days I have been slowly turning this little room into something bigger. I stayed true to my original design by keeping the general boundaries of the play space the same, but I’ve expanded the background to create an underground warehouse that has the kind of grandure-not-too-grand feeling I’m after.
The above images also demonstrate the stages of light tests I’m doing while simultaneously doing asset passes over the room. I’d say this one room is sitting about 50% complete for the time I have to dedicate to it.
Sunk another 3 hours into the CSGO map tonight to turn an empty room into a Control HQ kinda thing, running some brutalist themes through the architecture.
Still to do: add more details on those side walls, and I need to find a way to smooth out all the lighting as right now it’s very blotchy.
Oh and yes every one of those monitors can be shot down. Goldeneye nostalgia, anyone?
I’m Not Dead
My last post was a very long time ago! And I’m going to try and make an effort to post a little more.
So what’s this? Work in progress photos of a Bomb Defusal CS:GO map I’m making, because I want to boost my portfolio with at least one Source project before I attend GDC!
So far I’ve spent maybe 5 or 6 days on it over the past 3 weeks. So... roughly... 40 hours?
Another work in progress photo from Lucid Road
Work in progress gif, but basically these keys play themselves in time with the music. Got something verrrrrrrrrrrrrrrry cool planned ~
Quick Scripts for Level Design is on the Unity Asset Store!
Are you a Unity developer who would love a set of super useful tools to speed up your level design process? Make that horror game you’re creating less of a nightmare for yourself? Create DOOM (again) in even less time (than last time)? Or add it to your expanding list off tools for that Skyrim x Minecraft x Assassins Creed MMORPG that you and one friend are making? This asset pack will save you so many hours of frustrating code, without even needing to open your code!
With features like instant drag-and-drop sliding or pivoting doors, animated and colour-changing lights, moving platforms, trigger boxes that can pretty much do anything (and more!) this is an asset pack you might want to look into. You don’t have to buy it, this totally isn’t a sales pitch, I’m just saying it’s here and you might want it ~
Quick Scripts on the Unity Asset Store: https://www.assetstore.unity3d.com/en/#!/content/96200
Latest Work In Progress gif from Lucid Road
Here’s a little thing I made with just three scripts from my Quick Scripts asset pack. Took me about 5 mins to throw together. Pendulum, Hover and Rotator
If you haven’t seen the feature demo, you can watch the 3 min video here! https://youtu.be/4o77e-LQKE4
Quick Scripts is an asset pack for Unity, intended to make level design easier. With this pack you can create complex features in a matter of seconds.
This video is a demo of all the features in the pack. Keep an eye out for the full release on the Unity Asset Store... coming soon
DM-NorthTower - Progress Screenshots
Unreal Tournament Map got some more love this weekend. Here it is, in-editor, after an initial lighting and texture pass.
Making Horror Games is Hard!
Horror in games has had a huge increase in popularity thanks to social media and services such as twitch and Youtube, unfortunately, many of them are horrible!
Don’t fear, there’s a reason to it; Making Good Horror Games is Hard!
Now before delving too deep into it all, let’s take a brief look at some Horror tropes and examples.
Keep reading
Friend wrote an excellent deconstruction of the Horror genre in video games
Hi, I am working on a project and hit a wall and was wondering if you knew where to start, or anyone in the community who might be able to offer insight. I am attempting to make a character creator using procedural meshes, and i understand how those kind of meshes work for terrain, but i am stumped on how to apply that to making body parts, rigging and animating them, and how hair and clothing would work.
Hello!Wow, ok this sounds quite complex. Im going to assume you're working in Unity for this?The first stage would be to set up a series of empty transforms in Unity that represent where each body part will appear. So you'll have a point for the head, a point for the torso, a point for the arms etc. assemble these into place. The next stage is to make sure ALL your body meshes have the same pivot position per type. Ie all heads might have their pivots in the middle base of the neck. All arms will have their pivots in the shoulder, etc. That way you can tell Unity to create Arm_TypeA or B or C at the LeftArm empty transform, and no matter which arm mesh it is, if the pivot is positioned correctly it will automatically appear in position. However the animations requirement is tricky, but not impossible. I haven't done this sort of thing (yet) but here's my advice:Make a full body skeleton rig and rig all of your meshes to that one rig. Do all of your animations on that rig. Then, you will use that rig in Unity and all of its animations will be applied, and because all various meshes have been rigged to that skeleton, they should also just instantly work. "Should just work"Hahahahahahahahahahahaha this is game dev who even knowsSorry for the late reply too, I recently had to factory reset my phone and only just noticed I hadn't downloaded Tumblr!Goodluck!!PS: if anyone has more experience with this please chime in :)
I’m Back
We’ve got a two week holiday break at the moment and I’ve decided to use (some) of this extra time to construct a deathmatch map for Unreal Tournament.
It took a LONG TIME to download all the Editor files etc, but finally today I had the chance to work on my first multiplayer arena map since I last used GTK Radiant... seven years ago (!!!)
This map is called North Tower and the idea behind it is it’s the final bastion of defense for some sort of sci-fi palace. I started NOT by jumping into the editor, but actually by running around the example map that comes with the UTE (Unreal Tournament Editor) so I could learn the game’s mechanics. ie how far can you wall run? How far can you power slide, what are the strengths and weaknesses of the different weapons etc.
Only then when I had a sense of all the cogs and gears of UT, I then drew up a basic diagram (pictured) and decided to start by making the middle level and worry about the upper and lower pathways later.
You can see the map already deviates from the diagram. This is the result of in-editor testing and iteration, creating a very organic process where the map evolves based on realising what is needed to facilitate balanced gameplay, effective use of the core mechanics, and other influencing factors.
I’m excited to continue working on this little bit by little bit over the holidays and you can be sure to see more updates coming!