Cyberpunk 2077 designer Max Pears calls in to discuss his recent book, Let’s Design: Combat, his podcast, Level Design Lobby, and his meteoric rise in game design, from school to Ubisoft’s The Division to CD PROJEKT RED’s most hotly anticipated title to date.
Are you a versatile art director seeking remote employment with a legendary team? That’s nice. Good luck! Everyone else rejoice, the Thimbleweed Park team rides again!
It’s that time again! Designers and developers around the globe are putting out their fine photos and GIFs for our enjoyment. Jam projects are nearing completion, demos are up for download, and someone is finally working on more sweet, sweet pro wrestling action. Let’s dig in.
If you’re into any technology from the earliest days of PC gaming to modern 3D engine development (with a dash of pilot certification in the middle), Shammi Mohamed is a great person to get to know.
KitBash3D specializes in high-end art assets suitable for TV, film, and triple-A games; a look at its website names Disney, Marvel, and Fox among its high-profile customers as well as top studios including Ubisoft, EA, and 2K. Today, the company announced steps toward reaching the rest of the game development community, including its “game engine ready” release, promising seamless compatibility with Unity and Unreal Engine.
The DigiPen Institute of Technology has reached out to let us know about their “online masterclass” series intended to keep you learning while keeping you safe at home.
Some devs have all the fun.
Aaron Clifford is the head AR/VR developer for KOVR, a new VR division of video production company, KO Group. He’s a FLASH game dev from back in the day–all of us cool kids were–and managed to leverage his experience into cool projects like the Dragon Age: Inquisition web-based party builder that launched along with the proper game.
We took a hilarious turn for the ridiculous here and I could not be more pleased.
I do love it when a plan comes together.
To test out my newly optimized enemy model with Inverse Kinematics, I wanted to do a little animation test with a video or gif of some sort. You may remember this as the way Epic Games got in so much trouble with Fortnite.
Since we’re keeping it simple with the animated enemies in this project, I briefly thought I could achieve everything I wanted to do with simple bone rotation keyframes–this looked bad, took too much effort, and was just wrong.