Jonathon Gregory Bick
Senior Environment Artist @ Rockstar Games
artstation youtube instagram linkedin
More from «Artstation» here
seen from United States

seen from Mexico
seen from United Kingdom

seen from United States
seen from Malaysia
seen from United States
seen from Yemen
seen from Mexico

seen from Malaysia

seen from United Kingdom

seen from Russia

seen from United States
seen from China
seen from China
seen from Thailand
seen from Macao SAR China

seen from United States

seen from India
seen from Germany
seen from China
Jonathon Gregory Bick
Senior Environment Artist @ Rockstar Games
artstation youtube instagram linkedin
More from «Artstation» here
🖥️ Evolution of The Sims technologies
This is information by conversation from 🌎 #ts3-beta-chat channel in The Sims 2 Beta Discord Server about on which engine each game of The Sims series is developed and what technologies are used by each game of the series.
Just to offer clarity/summarize the above:
1. TS1 is built on top of MFC (Edith) and Gonzo/Rizzo. It uses a renderer which utilizes a mix of SC2K, SC3K, and Quake3D code.
2. TS2 extends TS1’s behavior engine but replaces the renderer with a new 3D engine, although it still uses the Gonzo development framework. It’s pretty much TS1 on steroids internally.
3. Sims 3 is overhauled and doesn’t use any of the tech from TS1/TS2, although it retains several assets ported over. It uses a new behavior engine (no name, but it uses traits/commodities instead) and Renderware (plus other stuff like Speedtree) for the 3D engine.
4. Sims 4 is once again built on a new engine, in anticipation of the game being an MMOG instead of single player. It loosely extends GlassBox from SC2013 (dubbed SmartSim now) but they pretty much have to overhaul it to remove the multiplayer aspect, so it really ends up becoming its own thing. It doesn’t reuse anything from TS3 except the concept of the traits/commodities behavior engine being used for SmartSim.
Leon is surprised that he's in an all new game and not a port for the umpteenth time.
Az archívumból – A The Witcher 3 készítői - 3. rész: Interjú Török Balázzsal – Lead Engine Programmer - A programozás rejtelmei
Az Archívumból c. rovatunkkal a korábbi oldalunkkal együtt elveszett régebbi, ám nem kevésbé érdekes cikkeinket igyekszünk feltámasztani, kellemes olvasást! (Az alábbi cikkünk még a The Witcher 3: Wild Hunt megjelenése előtt készült, 2014-ben.) Akik gyakrabban látogatnak minket, már észrevehették, hogy elég sokat cikkezünk a Witcher szerepjátékok készülöben lévő 3. részéről. Bár mostanában…
View On WordPress
Thank you for all the nice and positive feedback from my yesterday’s post, you guys are far too kind! (๑°꒵°๑)・*♡ So far the flowers and whatnot that I have made have been tweaks to existing EA plants or object conversions from other games, but feeling rather smitten with the kindness and positivity that you showered me with I thought I could try and tackle something from my when-I-get-around-to-it-but-usually-don’t-because-it’s-far-too-troublesome-list, which is making a completely new EA type tree from the scratch via Speedtree (Also I’m maybe possibly kinda sorta procrastinating and avoiding real life stuff by doing this, but shh, lets just ignore that okay?) And here it is, a newly sprouted tree! It’s a rather shaggy looking green apple tree, but it behaves just like any EA made tree does! The smaller red apple tree from yesterday is technically not a tree, but a decorative plant, it only sways gently in the wind with no seasonal changes whilst the green one should drop its’ leaves when winter approaches. Still got a few technical things to figure out and colours to tweak as it is very dark right now, but I’m pretty pleased with it nonetheless!
The Animal Shrine - Development Blogs (Starting now)
The Animal Shrine
Between 15.Oct - 03.Dec 2018, I had the pleasure (and stress, as it is with any big creative project) to work on my own game environment.
The theme is Feudal Japan, and was given by the Art Challenge for which I made the piece. The prompt was quite broad and everyone was allowed to pursue whatever genre they wished. I went more towards fantasy.
As rules of the challenge follow, I created everything from scratch for the 2 months deadline we were given. Every texture, every model, the layout and every but in the engine is my own design.
You can see the whole project over at my Artstation.
Making this was, well, quite the challenge. Deadline was super tight and this was the first project of this scale I do in 3D. My expertise was more limited just in painting before that.
You can see my page of my official development blog here.
Whilst making this, I made 16 blog updates, talking about how I am making the different bits and my decision making. I am going to post those 16 individual entries here on Tumblr now, and I hope that you enjoy it.
Software used is Unreal Engine 4, Maya, Substance Designer and Painter, Photoshop, World Machine an SpeedTree.
If you are interested in any of those, stick around, you wont regret it.
Pete.
Follow all of my works here.
forest.
Son Nguyen
Environment Artist at HundredStar Games
artstation
More from «Artstation» here