Your Cart is currently empty.
Home
Wednesday, 10 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...
|
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...
|
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!...
|
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!...
|
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...
|
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...
|
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...
|
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...
|
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...
|
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...
|
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...
|
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...
|
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...
|
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!...
|
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!...
|
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...
|
Latest Mod News
-
GDC: Q& A - Sony Studios' Yoshida On Move Development
Today in San Francisco, Sony unveiled the final form of its motion controller, the PlayStation Move. It's a solution that seems to look more like Nintendo's Wii Remote than Microsoft's Project Natal -- though it includes both camera and accelerometer technology. On stage during the event, SCEA marketing head Peter Dille talked about the product in terms of a platform launch. After the presentation, Gamasutra was able to speak to Shuhei Yoshida, the president of ...
-
GDC: Backflip's Farrior On iPhone Ad Sales, Free Versions
Julian Farrior, CEO of Backflip Studios, shared some of the company's ups and downs after one year on the app store. He pushed the idea that free apps are an excellent way to drive revenue, but you can also employ some interesting tactics if you can predict the market. One of Backflip's apps is Paper Toss, a very popular ad-supported free game with about 400,000 impressions per month. So in the pre-holiday period they put ...
-
GDC: Bungie, BioWare On Creating Blockbuster Franchises
There isn't a secret formula to creating a blockbuster video game franchise,& #8237; & #8236;but game developers like Bungie and BioWare know a thing or two about creating commercially successful games. At GDC on Wednesday,& #8237; & #8236;BioWare general manager and CEO Ray Muzyka said that today,& #8237; & #8236;developers should be thinking in the long term, and more broadly when creating intellectual properties.& #8237; "& #8236;We think of our games now in our group ...
-
GDC: Mollendustria's Pedercini On 'Reappropriating' Video Games
Multimedia artist, Carnegie Mellon professor and independent designer Paolo Pedercini is best known for his Molleindustria projects -- the shorthand definition of his work would be "serious games", but he defines it as "a reappropriation of video games that combines media activist attitude with game criticism." These have included McDonald's Videogame, a criticism of the fast-food chain; Operation Pedopriest, a look at the Catholic church's response to molestation scandals, and Every Day The Same Dream, ...
-
GDC: FF XIII Director - Production Drove Content Decisions, Elements Will Return
At Game Developers Conference 2010 in San Francisco, Gamasutra had the chance to speak in-depth to Final Fantasy XIII director Motomu Toriyama about the game. Released this week, the game has drawn both strongly negative and positive reviews and fan reactions. One area of criticism that the game has consistently faced is that major traditional RPG elements that the series is known for, such as explorable towns, are not present in the game that was ...
|
-
Software Engineer, Server, World of Warcraft - Blizzard Entertainment Irvine, CA, USA
-
Dungeon Artist, World of Warcraft - Blizzard Entertainment Irvine, CA, USA
-
Development Director - Environment Art - Sledgehammer Games / Activision Foster City, CA, USA
-
Cinematic Artist - Telltale Games San Rafael, CA, USA
-
Senior Graphics Programmer, Next-Gen MMO - Blizzard Entertainment Irvine, CA, USA
-
Senior Multiplayer Programmer - LucasArts San Francisco, CA, USA
-
Senior Software Engineer, Gameplay, Next-Gen MMO - Blizzard Entertainment Irvine, CA, USA
-
Senior Tools Programmer - LucasArts San Francisco, CA, USA
-
FX Animator, Next-Gen MMO - Blizzard Entertainment Irvine, CA, USA
-
Senior Producer, World of Warcraft - Blizzard Entertainment Irvine, CA, USA
|
|