GDC recap:

Went to GDC in San Francisco.  This was super cool.  Got to go to lots of parties and network with a lot of industry people and people trying to get into the industry.  In addition to that there are specific events with different companies and listen to war stories within the industry.  With that said besides trying to hunt for the first job I was able to go to the Lumberyard booth and catch footage of Star Citizen.  I doRead more

Level Design Review:

It is important to review level designs as I can. Fundamentally level design lays the foundation for environment art to work on top of. I recently was watching with my mentor the Foundry level from Doom released in 2016.  I specifically remember this being one of my favorite levels.  It had a lot of variety from a pure design standpoint as the player was able to go from corridor to arena style fairly quickly.  The pacing was also broken upRead more

Lighting Props:

The idea is that lighting can invoke mood/atmosphere, the ideas and techniques have been largely adopted from the film industry(animation and vfx houses). So in games I’m just going to apply the theory as it is taken from vfx and apply it to just Props and Environments.  For simplicity sake I am just going to refer to everything as a Prop or Environment. Tl:dr version. Paint textures in Photoshop.  Light and Render in Marmoset Toolbag.  Light and Render in GameRead more

Prop Creation:

When it comes to props; for simplicity sake I am just going to refer to everything as a Prop or Environment. I go over the process and establish my thoughts on it. For the most part props lay the foundation in the environment and are static and are typically not used for anything other than filler content.   This Section goes over how I approach Prop Creation. Tl:dr version: Build Hi-Poly Mesh in 3d app / Build Lo-Poly / LayRead more