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Monday, 08 February 2010
Custom Props & Animation (3dsMax)
Use 3dsMax to create custom animated assets for use within Source maps. These assets can be walked on, broken apart and triggered...
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Source Machinima Cinematography
Create extraordinary machinima movies powered by one of the most powerful game engines available. This is part two of a two part...
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Modifying & Recompiling Source Characters (XSI)
If you're looking for a thorough and straight forward guide to modifying characters in Episode 1 or Orange Box this is it!...
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Source Choreography & In-Game Cinematics
Learn to create your own intricate interactive action sequences and create cinematic events for your single player mod or full conversion!...
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3D Content Creation (Maya)
Use Autodesk® Maya® to "Build your Character" for use in various games, machinima and more. You'll learn the essentials of Maya, including...
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3D Content Creation (3dsMax)
Use Autodesk® 3dsMax® to "Build your Character" for use in various games, machinima and more. You'll learn the essentials of Max, including...
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Intro to Source Vehicle Programming
Begin or expand your knowledge of C++ programming in the Source® engine while creating new functionality for Gordon's beloved Buggy. Through a...
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Source Vehicle Scripting
Jumpstart your understanding of programming in the Source® engine by delving into the script files which define constants used to drive the...
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Real-Time Character Animation (XSI)
Experience the power of real-time animation using professional device capture techniques to wield your mouse or tablet as a life giving animation...
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Source Creature Rigging (XSI)
Learn to create your own rigs for the creatures you create or capture for use in Source®. Properly rigged creatures can be...
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Source Machinima Choreography
Create stunning and unique machinima powered by one of the most full featured and professional engines available. This is part one of...
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Advanced Character Animation for Source Gamers (XSI)
Truly evolve your characters within Source games by creating irregular proportion models which can be rigged for use with either custom animation...
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Custom Props & Animation (Maya)
Use Maya to create custom animatable assets for you advanced Source maps which can be walked on, broken apart and trigger advanced...
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Custom Props & Animation (XSI)
Learn how to add a new level of polish and interactivity to your Source maps by creating custom props and scripted events!...
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Advanced Source Level Design
This epic 8+ hour module covers fundamental through advanced Hammer topics which will have you creating high quality maps within hours!...
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Character Design & Integration with Half-Life®2 (3DsMax)
Learn to use Autodesk's 3D Studio MAX to rig & weight your custom characters for Valve's standard Biped skeleton, then export, compile...
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Latest Mod News
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Legend of Vraz Released
The Legend of Vraz features hours and hours of fun filled exciting gameplay amidst fantasy worlds created with stunning hand painted 2D art and inhabited by mesmerizing characters.
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Presenting the Lord of Chaos
Our Divinity 2 concept art competition has just finished, and the winning art is up!
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Players Choice - Mod of the Year
View 2009's mod of the year, as picked by you the players.
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Project Reality Update Released
Project Reality the very popular total conversion for BF2 has a brand new update with a heap of new goodies! Grab it while it is hot!
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Unigine SDK announced
Unigine plans to release a mod SDK alongside Primal Carnage. A new engine for modders.
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Almaz Capital Buys 23% Of Russian Casual Dev Alawar
Almaz Capital Partners, a Russian venture capital firm, has acquired a 23 percent stake in Russian casual game developer Alawar Entertainment after buying a quantity of shares from Finam Investment Holding. Founded in 1999, Alawar both develops its own games and distributes other studios' titles, calling itself "the leading distributor of casual games on the Russian segment of the Internet." It has released some 200 games for PC, and has been branching out into iPhone ...
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EA: Distribution Business To Be Pared Down, Headcount Stable In 2010
Electronic Arts will be moving away from distributing externally-developed games to focus more on its internal titles, which can generate higher margins, the company said today, and it plans to keep its headcount steady through its upcoming fiscal year. For calendar 2010, EA expects the worldwide packaged goods segment of the games industry to see a three percent drop in revenue, which it admits is a "conservative" view. To help improve the company's overall profit ...
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EA Dates Dragon Age 2, Dead Space 2, Crysis 2, Console Sims 3
Following the release of its fiscal third quarter results today, Electronic Arts outlined its preliminary release schedule for the coming year and beyond, including sequels to Dragon Age and Dead Space as well as a console version of The Sims 3. Both Crysis 2, externally developed by Crytek, and "The Sims 3 on Console Title," as EA is tentatively referring to it, are due during the last calendar quarter of this year. Crysis 2, the ...
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Best of FingerGaming: From Vanquish to Assassin's Creed II
[Every week, Gamasutra sums up sister iPhone site FingerGaming's top news and reviews for Apple's nascent -- and increasingly exciting -- portable games platform, as written by editor in chief Danny Cowan and authors Mathew Kumar and Jonathan Glover.] This week, FingerGaming covers Gamevil's stylish brawler Vanquish, Ubisoft's iPhone adaptation of Assassin's Creed II: Discovery, and Gameloft's Cooking Mama competitor Pocket Chef. Here are the top stories from the last seven days: - Top-Grossing Game ...
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EA Reduces Quarterly Loss, Claims #1 Publisher Position
Electronic Arts saw its fiscal third quarter revenue decline year over year, but at the same time shrunk its net loss from $641 million to $82 million, while reaching a company high for digital revenue. Revenue for the quarter that ended December 31 was $1.243 billion, down 24.8 percent from $1.654 billion in the same quarter of the prior year. EA says the decline was due to a number of factors including a smaller release ...
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Sr. Environment Modeler - Trion Redwood City Redwood City, CA, USA
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Tools Programmer - Vicarious Visions / Activision Albany, NY, USA
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Sr. Graphics Programmer - Trion Redwood City Redwood City, CA, USA
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Senior Game Designer - Sparkplay Media San Francisco, CA, USA
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Senior Server Engineer: Online/Mobile - Blue Fang Games Waltham, MA, USA
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Producer: Online/Mobile - Blue Fang Games Waltham, MA, USA
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Global Brand Manager with Video Game industry Experience! - THQ Agoura, CA, USA
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Graphic Designer - Rainbow Studios Phoenix, AZ, USA
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Character and Environment concept artists - contractors - Electronic Arts Redwood Shores, CA, USA
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Design Director - Silicon Knights St.Catharines, ON, CAN
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