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Thursday, 11 March 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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GDC: Creating Deus Ex Human Revolution's Cybernetic Renaissance
"We took some pretty different aesthetic choices on this game, and it wasn't easy to bring it to where we are today," said Jonathan Jacques-Belletete, art director of Eidos Montreal. "We started from nothing, literally," he said, referencing the fact that there were 5 people in the dev team initially. The first thing they did was go back to original. "That was very, very important. We all started playing it thoroughly, and then somebody voluntarily ...
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GDC: Hecker's Nightmare Scenario - A Future Of Rewarding Players For Dull Tasks
It's possible that an over-reliance on metrics-driven design and extrinsic rewards for in-game actions could lead to a future of "designing shitty games that you have to pay people to play," warns independent developer Chris Hecker. Hecker, who is currently working on the espionage-themed multiplayer game SpyParty, presented his hypothetical "nightmare self-fulfilling scenario" as part of a talk inquisitively titled "Achievements Considered Harmful?" during Game Developers Conference in San Francisco. Hecker based his talk on ...
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GDC: R.A. Salvatore On Building Worlds, Copernicus
R.A. Salvatore, the popular fantasy author best-known for his Forgotten Realms novels starring Drow Elf Drizzt Do'Urden. For the past several years, he's been working with Curt Schilling's 38 Studios to produce a game codenamed Copernicus, an MMO. With the disclaimer "I'm not here to tell you how to create a world. I am certainly not here to tell you how to design a game. What I am here is to tell you the principles ...
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GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques
Akira Yamaoka, famed for his Silent Hill soundtracks, today discussed his thoughts on sound design, informed by his 20 year career of making music and games. Orginally, he went to design school, and that's how he came into the game world. But he loved both games and audio, so he wanted wanted to do both. "When I started getting into games, the Famicom was yet to come," he said, as computers were the prominent game ...
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Sony: 13 Million PS3s Sold By March's End Despite 'Tight' Inventory
Hardware constraints dragged on February's NPD results, but PlayStation 3 saw unit sales up 30 percent year over year -- and though Sony is facing supply constraints, it still plans to make a major sales milestone by the end of the month. "There continues to be incredible demand for PlayStation 3, but tight inventory is definitely having an impact on recent sales numbers," says Sony Computer Entertainment corporate communications senior director Patrick Seybold. "That said, ...
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Senior Sound Designer - Sony Computer Entertainment America - Santa Monica Santa Monica, CA, USA
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Senior Combat Designer - Sony Computer Entertainment America - Santa Monica Santa Monica, CA, USA
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Developer Relations Account Manager - Game Console - Sony Computer Entertainment America Foster ...
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Senior Sound Designer - Sony Computer Entertainment America San Diego, CA, USA
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Network Developer Support Engineer - Game Console - Sony Computer Entertainment America Foster ...
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Environment Artists - Crystal Dynamics Redwood City, CA, USA
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Senior Technical Animator - Volition Champaign, IL, USA
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Designer - Volition Champaign, IL, USA
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Senior Rigger/Technical Animator - Relic Entertainment Vancouver, BC, CAN
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Level Designers - Crystal Dynamics Redwood City, CA, USA
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