It's really fun to just fly around in photomode in @NoLawTheGame and take screenshots. I did a fair bunch for the reveal, thankfully it's quite easy to find good spots, even though my preference of upclose shots with lots of DOF is not the best way to show the game :D
@Snefer We were lucky and experience it once when moving from Crysis 2 to Crysis 3. Same platform, same engine, same workflows, same team ... It was wonderful 🥹
Finally centralized all my “next-gen” pixel art experiments into one ArtStation post (at last xD).
These learnings will definitely come in handy for this new side project I just started with my friend.
#pixelart#unity#gamedev
https://t.co/wN6XtnwqzK
Triceratops skull with a hand painted texture from a few years ago. This was based on a 3D scan that came out a little too muddy for cleanup but still good enough to turn into a lowpoly mesh.
OK IT IS TIME to tell you more about THRESHOLD's unique Country-Based difficulty system and that cataclysmic ending.
Out of two parameters, one has been found fairly quickly by the community but the other hasn't.
Spoilers ahead 👇👇👇👇
Still a 100 people playing THRESHOLD daily.
It's insane to me and I can't thank you enough for it.
Here's a 3D print of Mo that my buddy @leplubodeslapin made for the game's release. ❤️
For Doom John Carmack created some tech where we used a camera to photograph drawings for walls and the 8 rotations for each frame of animation of clay models. That was my first and nearly only time to sculpt in clay. Lots of fun! These are a few wall sketches I photographed for DOOM.
The atmosphere of my game.
A game that releases tomorrow.
A game I spent the last 1.5 years making on the side of my AAA job.
A game I've put so much love, passion and dedication into.
To deliver you a unique moment that will hopefully leave you with something.