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Showing posts from April, 2013

Another one of those posts.

Thought I should Re-rendered the character guy. Experimenting with Zbrush's rendering and I am loving it.


Hi-poly model asset made in Maya and rendered in Zbrush for a project. Its use was to be a tiling texture that was to be baked onto a plane and used as a coffered ceiling or really anything that the scene would allow.  These sculpted assets are for an environment I worked on called The Cafe based off of Lynn Chen concept piece. Check out her artsation, it's filled with goodies. I explored her concept because I liked her style but wanted to do a little bit more exploring and style mashing.

Will be posting more images as the clock ticks. Thanks for looking.

Art Of The Walking Dead GDC talk

Art of the walking dead

The art process: every major element started with a concept Tried to recreate what we saw. Handcrafted line work colorful textures Atmospheric lighting
Colorful textures: Imprefections detail  Kept it loose illustrative Then variations in the texture Then adding line work
Atmospheric lighting
Enviro 30k verts  No ssaaol Vertex lighting Limited post processing N HDR Reduced light map sizes
Production Created style guides to keep the style universal and effienct Info in style guides allow quick iterations. 
Trust in what you do beat as a studio and let that shine as a product.

GDC Good Level Design Talk Notes

Good level design

Players should be presented with concurring design that can be done in any order
Good level design constantly teaches the player something new Theory of fun The human mind enjoys processing patterns If this pattern (...?) always ends to soon this ends and enjoyment ends
Learn to play -- to challenge -- to surprise (cycle)

Good level design is surprising Key it fresh by not following in a routine
Fun is actually created through uncertainty and constantly putting the player create into (I am not sure how is point ended) Disrupt paradigms
Take risks if you want to stand out
You grey box it test it as soon as possible

Good level design empowers the player
"You should dream no small dreams because they have no power to move the hearts of men."
Good level design is easy medium and hard
Risk vs reward Easys paths medium paths and hard paths The payers can pick their own difficult dynamically (burnout) By this it means in burnout there are different paths that be p