Twitter | Pretraživanje | |
Pretraživanje Osvježi
BenJoe72⁰²⁰ 3. velj
Odgovor korisniku/ci @artofsully @madewithunity
? 🤔 Looks cool!!!
Reply Retweet Označi sa "sviđa mi se"
Nathan Baliva 2. velj
Lol some dude with Hawkeye in his twitter handle just called me a homer.
Reply Retweet Označi sa "sviđa mi se"
John Hoey 31. sij
If you call someone you don't know "chief" you just joined the block party, default setting.
Reply Retweet Označi sa "sviđa mi se"
Thibault Leblan 20. stu
I'm now adjusting shapes and lighting to try a composition that improve the contemplative aspect of this
Reply Retweet Označi sa "sviđa mi se"
Prodeus 3. stu
Blocking out some new guns. It's always good to have some big shape changes in the animation, and what better way than by rotating the whole thing 90 degrees!
Reply Retweet Označi sa "sviđa mi se"
William Chyr 1. stu
Almost forgot to participate in Here's a shot of Manifold Garden in the editor vs in the final game
Reply Retweet Označi sa "sviđa mi se"
Sam 31. lis
I am not a mapper but I would still contribute to the end of ! Presenting Source Editor, a modern, fully integrated editing suite for Source 1. This is in *very* early development and won't be a focus until our next project, but I would still like to showcase it.
Reply Retweet Označi sa "sviđa mi se"
Dean Wilson 31. lis
As its last day of here is the original doodle of the final key art, a very rough palette test and the final thing.
Reply Retweet Označi sa "sviđa mi se"
Playtonic 31. lis
It's the final day of so we have a treat for you! Designer let us steal some Overworld passes, with some design insights for good measure. Find them in this thread!
Reply Retweet Označi sa "sviđa mi se"
Jeff Ross #DaysGone 30. lis
Final post. More shots from the brewery layout intended to be gameplay, but wound up in flashback cinematics. It shows my OCD iterative process with 8 variations of the same interior layout.
Reply Retweet Označi sa "sviđa mi se"
Jeff Ross #DaysGone 28. lis
Screens from the old brewery layout that was intended to be gameplay, but eventually wound up in just the flashback cinematics.
Reply Retweet Označi sa "sviđa mi se"
IO Interactive 28. lis
Next stop on our adventure is Whittleton Creek! Here's a before and after shot of the little suburban neighborhood.
Reply Retweet Označi sa "sviđa mi se"
IO Interactive 26. lis
Here's a before and after shot of our Hantu Port Sniper Assassin Map for ! 😲
Reply Retweet Označi sa "sviđa mi se"
Mike D 25. lis
Little of destructible doors, "What Door?"
Reply Retweet Označi sa "sviđa mi se"
Rodney Reece 22. lis
Epicenter had the most iterations! The entire map was snowy originally, but it was the Art team that pushed for environmental storytelling that the explosion caused the snow. That idea became the center point for the map's visual language afterward.
Reply Retweet Označi sa "sviđa mi se"
Dr Disrespect 21. lis
New concept art for the 2v2 map we built out for . 🖼
Reply Retweet Označi sa "sviđa mi se"
Husker Volleyball 20. lis
Reply Retweet Označi sa "sviđa mi se"
Insurgency 18. lis
part 2! Here is the before and after of our map, Hideout. Fun Fact: this particular area was inspired by the biographical war movie, "13 Hours: The Secret Soldiers of Benghazi"
Reply Retweet Označi sa "sviđa mi se"
Gwen Frey 🔜 PAXEast 🔜 GDC !! 16. lis
For I wrote in-depth on how I designed Kine. I crafted a complete game, then scoped it up & crafted a larger complete game, then scoped it up again, etc. The footage at the end of phase 2 is the prototype that landed an Epic exclusivity deal.
Reply Retweet Označi sa "sviđa mi se"
Insurgency 16. lis
◽◻️It's ! Here's the early, or "blockout" stage of level design for our newest map Hillside, versus the final look! ◻️◽
Reply Retweet Označi sa "sviđa mi se"