Archive for January, 2009

THE POWER OF FLOWER

January 29, 2009

Sometimes as a gamer, I get tired of the same old shooters and action games. For some reason, developers think the only type of video game that sells has violence, blood/gore, drugs, sex or rock ‘n roll in it. While that does indeed sell and probably always will, it’s about damn time that other developers go against what “sells” and creates something so entirely different than what we’re used to that it sets itself apart and is defined in a brand new genre all its own. Introducing: Flower.

Yeap, that’s it. Just Flower. But what beautiful flowers they are. Flower is being developed by the same creators of flOw, thatgamecompany, and is scheduled to be released as a downloadable game on the Playstation Network on February 12. Being in a league all of it’s own is something new to the game industry. A game that can be thrown into a new genre of “healing” or “relaxing” is just not something the average gamer is used to. Sony may win me over someday as their game library slowly but surely is starting to increase in quantity and quality. With creative games like flower and LittleBigPlanet awaiting my potential PS3 purchase sometime in the future, it makes me feel like it would be well worth it now to spend the unreasonable price Sony is asking for their top of the line game console.

Ah hell, who am I kidding? I’m not going to buy a PS3 until the price comes down to something I can afford, but damnit! Flower is making it harder for me to keep making the price argument. Either way, this game should have what it takes to help sell the PS3 to hardcore and casual gamers alike. After viewing these videos, it may make gamers out of non-gamers. Who knows?

The power of Flower is strong and I’m picking up the scent of success. For the sake of creative out of the box ideas and the determination to prove critics wrong, I hope I am correct.

Check out the PS3blog’s interview with Creative Director, Jenova Chen.

Read more on flower at PS3blog.net…
Read more on flower at GamePlay Unlimited…

TEENAGE MUTANT NINJA TURTLE BRAWL?

January 27, 2009

To celebrate the TNMT 25 year anniversary, wait, what the f%#@? 25 years!? Holy crap I am getting old and I haven’t even hit 30 yet. Well, it looks like a celebration, excuse me, a “shellebration,” is in order for the mutated heroes I grew up with. I really got into the Turtle’s, even naming my dog Splinter, that ugly little rat lookin’ mutt. Ubisoft has announced a new TMNT game will be coming out Fall 2009. Best part about this, besides not being released along with another cheeseball movie, (The one with Vanilla Ice in it is my favorite) is Ubisoft teaming up with the developers of Super Smash Bros. Brawl, GameArts.

No word yet if this is a cross platform title so for now, it looks like this is for the Wii only. Which could be a good thing, even though I don’t have or play or even like the Nintendo Wii, the main reason I don’t like it is there are no games I find interesting enough to play. So maybe this new TMNT game will be what it takes to get me, and others like me, up off my ass to buy a Wii. We “shell” see.

Read more at The Escapist…
Read more at GamesIndustry.biz…

F.E.A.R. 2 DEMO IMPRESSIONS

January 23, 2009

Man its been a long time since I have played a decent demo. Thankfully, the new masters of survival horror, Monolith, have developed one of the most surprising demos I have ever played. Now, I have played the Condemned games and I have played the first F.E.A.R. so I thought I knew what to expect when starting this demo. Turns out, I was way off course with my prediction of the game being just that, predictable.

Monolith wastes no time playing with your head, and when I say playing with your head, I mean they totally send you on a course through “mind fuck alley.” I seriously should have reconsidered playing this at night with the lights off. Luckily I did not have nightmares but even if I did, I think it would have been worth it.

It kind of started off a bit slow as I expected to be shooting a lot more since this is a first person shooter. But Monolith had different plans and I am so glad they know how to immerse a player in this hell called F.E.A.R. 2. They first lead you through some creepy environments (no more office cubicles! yay!) like a school hallway with lockers on both sides opening and slamming shut like some possessed demon is watching your every move. Oh wait, there is a demon watching your every move and Monolith makes sure you are very aware! The best environment by far in this demo, is the destroyed movie theatre. This part made my mouth drop. So simple, so frightening how they used the theatre to haunt you and just so well done. EA? This is how a demo is supposed to be made.

A few more creepy psychological mind tricks and the first person shooter finally started to come to life. But not before one last scare that literally made me jump like I was playing my first ever horror game of my life. It made me laugh because I was so ready for it but it still scared me! It was at this point I decided this game was a must buy for me. I’ve played Monolith’s games in the past as rentals but from seeing this demo, I know I will want to keep this game in my collection in case I feel like pissing my pants for shits & giggles years down the road.

This demo was great but it did not end with a big bang like I thought it would. But now that I think about it, it didn’t really need to. I thought Monolith might have been throwing too many crazy visual effects and surprises at the player too early, too fast. But towards the end they have a Mech waiting for you to control and destroy whatever enemy lies in your path. Although I did enjoy this part, the scares are where this game is at its strongest. The weapons we’re OK but the sound effects felt weak and I couldn’t help but feel they needed to be tweaked to sound more realistic. The sniper rifle I enjoyed the most for its ease and accuracy. It was my first time playing and using this weapon but I had no trouble getting headshots every time.

So long story short, if you haven’t played this demo yet, now is the time. Grab a friend, better yet, grab a girlfriend, turn off all the lights and play this demo together for a few moments of a bloody awesome scare ride. F.E.A.R. 2 comes out February 10.

GAME CAREER SPOTLIGHT: INTERVIEW WITH GAME ARTIST JC CAPPELLETTI

January 18, 2009

Game schools are only as good as the quality of its instructors. Fortunately for me, my time at VanArts was a positive one thanks to its qualified instructors alone. The program was successful for me because of people like JC Cappelletti. From the first time I walked in for Maya instruction not understanding why this dude was teaching the lesson so fast, to graduation day as I shook his hand after graduating with honors.. excuse me, honours. JC was always there to teach us however much we were willing to learn. I tried to soak up everything I could, whether it be in Maya, Photoshop or other Adobe multimedia programs. However, there are two courses that I will always remember and that’s his instruction on sculpting with clay and sculpting in ZBrush.

In sculpting, it was very inspiring as a game student to see what used to be a glob of what looked like Silly Putty (Super Sculpey) turned into a sculpture of Batman, or a sculpture of an elderly man or if he got bored enough, a sculpture of one of our ugly faces. The skills and techniques he taught us in that class transferred over into his instruction in ZBrush. Sculpting with your hands first made it easier to learn how to sculpt digitally on a computer. Personally, I thought it was genius to do it this way and we happened to be the first class to get a program set up like this, leaving the students in the game art program ahead of us, quite jealous.

So have you ever met a person who possesses such an amazing talent you just sit in awe as you watch them create their art? Well for me, that person is JC and lucky for us, he gave The Gamer Report an inside look into his adventurous path into the game industry. Even though he has been involved in the game industry and in game education for years, I believe his path has only just begun.

First off I’d like to establish who you are and what your background is in the game industry.

I began about 11 years ago with Graphic Design interning for a book publisher. I created layouts primarily using Photoshop and Illustrator. Over the next few years, my work ranged from Video Editing to Freelance Graphic Design to Sign Production.

I reached a point where I was severely bored with work. Sculpting has always been what I do best, so I naturally had an eagerness to translate those skills to the booming 3D market. When I was able, I enrolled at VanArts (Vancouver Institute of Media Arts) to better my skills and shift careers.

I graduated from the Game Art and Design course at VanArts in February, 2004. Later that year, I pitched a game concept I had to an investor and got the funding to build a Proof of Concept. I formed Veda Games, and began pre-production with a team of 8 artists and animators. The studio was opened in India, because of the investor’s choice to save overhead costs. I worked on some of the models and directed all the artwork for the project.

I pitched my POC at the 2005 GDC meetings in San Francisco. It was much harder to get a game published than I heard it had been a few years earlier. The idea was well received, but since we were a new studio, the publishers wanted to see a Playable Demo before they would consider any deals. Over the next six months, my investor raised funds while I worked more on the script and concept art direction. In Summer of 2005, I interviewed many and hired about 20 more artists. We then expanded our studio in India to work on the Playable Demo. Due to many unfortunate circumstances, the investor pulled the funds and closed the studio before the project was complete.

Shortly after returning from India in early 2006, I began teaching at VanArts. During that time, I was the Game Art Program Coordinator, and teaching the Sculpture in Clay, Character Modeling, and Photoshop courses. In April 2008, I became the Production Manager at Offload Studios, where we provide full-color 3D prints (Rapid Prototypes), primarily for the Video Game industry. I absolutely love making cool toys all day.

Where did you go to school and how did it help you get to where you are today?

I went to VanArts for Game Art and Design. It was a very new program back then, in fact it was the first course anywhere in Vancouver. It gave me some very good training in 3D fundamentals, but I still have to continually educate myself to keep up with new software as it is released. Going back to school was the best thing I could do for my career. The best thing I got was direct contacts to industry professionals. Almost every job I have gotten since then has been directly linked to someone I met while going to school there.

Please explain what Offload Studios is all about and where it fits in the game industry.

Offload Studios provides high-end 3D printing from digital media files to the Game and Film Industries. Some want to have Fine Art sculptures created for their desks and lobbies, or prototypes of characters to aid in their production process. Our main focus is with games that want to turn User-created Content into actual 3D printed collectibles. Because every 3D file that is printed is created by a different person, each of the products generated is completely unique and personalized. Each product is printed in full color from the texture files as well. This technology has been around for a few years, but this application to the game industry is fairly new.

What does your job entail at Offload Studios, what skills do you need to do your job and what’s the best part about working there?

I do a lot of everything here. I was first brought in to do Character Modeling, but as we expanded, I began to fill a more full role with OLS. Now I focus mostly on the production of the 3D products, or Tactuals as we like to call them. It’s a very fitting word actually, meaning a touchable object. I am constantly developing the production process we use to get the highest possible quality 3D prints. Most recently I had to solve the problem of getting LED lights into an IronMan Fine Art print.

I take files that are submitted to us for print, Zbrush, Max, Maya mostly, and prepare the file for printing. A lot of these details can be found on the Offload Studios FAQ. It details all the considerations and checklists that need to be done in order to have a successful print. Successful meaning that it will print without errors in geometry and not fall apart when the print is finished. A common misconception is that these 3D printers are like a Replicator machine from Star Trek, where you just input data and out pops a finished product like a vending machine. I’d like to dispel any idea of that crap. The product is far from finished when the printer is done printing. I can’t get into any details about what we do with post production here because it is a trade secret, and I am under a strict NDA.

I can’t pick any part of this job I like best. I finally feel like I am doing what I’m meant to. I am a very hands-on person. I’ve always loved sculpting and creating things with my hands. I consider myself a maker of wonderful things now, and I love every bit of it.

How long have you been sculpting and what inspired you to take this as a career path?

I was exposed to clay sculpture and mold making from an early age by my father. As a child, I was also heavily influence by the work of Ray Harryhausen, and the creatures in films like Star Wars, and Legend. The Incredibles is currently my favorite film. I noticed I had a very strong ability to sculpt when I was in high school, but did not pursue a career in it, with the false information that an artist must starve. In High School, for some reason I never imagined there was a way to approach the video game industry as a career choice. The only related schooling back then, before even 3D games were standard, was a very generic “Graphic Design” program at an Art School.

What words of advice would you give to an aspiring artist trying to make it in the game industry?

Try to create something that inspires you. It can be derived from something popular, but the best is to create something that is both interesting and original. Esthetics are very important. Also, avoid stereotypical ideas. Something pleasing to the eyes for both genders. Doing lots of visual research on something that is based in an old-world culture is quite popular with the studios these days. Mostly it depends on the studio. If you have a particular studio in mind, the best thing to do is research that studio and know what projects they are working on or have done recently. Then base your demo reel on a related subject matter. This is mostly important to Modelers. Animators just need to be good actors first, then learn the tools second.

Check out JC’s ZBrush Workflow Tutorial I posted a few days ago…

HALO 3: ODST SMG > HALO 3 SMG

January 18, 2009


Anyone who has followed Halo since Combat Evolved knows damn well that the damage done by an SMG on your enemy is anything but lethal. In Halo 2, it got a little better but only because you could dual wield them to increase the potential of an actual SMG kill. If you tried to kill an enemy from a distance, it was practically suicide. Finally.. finally, Bungie has listened to their fans and have done something about it. I mean, there wasn’t a big outcry like there was to have the Halo: CE pistol back but still, most hardcore Halo players know that something needed to be done to make the SMG relevant. The Battle Rifle doesn’t have to be the only lethal weapon to pick up. So I find it as great news that Bungie will be adding a newly designed SMG for Halo 3: ODST. I admit I wasn’t excited for this game to come out for I am a bit ‘Halo’d out’ right now, but the direction Bungie is going with ODST and now these weapon changes.. I think I’m going to keep a closer eye on the development process of this game. Maybe I will buy another Halo game during a midnight event afterall. We’ll see but for now, head on over to IGN to get more details on the new and improved Halo 3: ODST SMG.

Read more at IGN.com…

TOP ANIMATION AND VISUAL EFFECTS TOOLS OF 2008

January 12, 2009


In order to get a job in the game industry, you must know a few, ok ok, a lot of software programs. The more programs you learn, the more well rounded you are as a potential game artist. I have been trained to use Maya, Photoshop, ZBrush and just a bit of Blender. Unfortunately, there are many game studios that also would like to see applicants who know other programs as well since not everyone likes using the same programs. 3Ds Max, Softimage and the Unreal Game Editor help to round off the most popular. So what are the top tools being used right now in the game industry? The folks at Animation Magazine have a list of the top 10 animation and visual effects tools used in 2008. Go check ’em out!

Read more at Animation Magazine…

GAME CAREER SPOTLIGHT: INTERVIEW WITH SONY ARTIST BRIAN DONLEY

January 7, 2009

While attending Vancouver Institute of Media Arts in Vancouver, BC Canada, one of the first things the faculty told us students of Game Art and Design was not only will you be learning tons of new things from experienced industry professionals, but you would also be learning from your fellow students. Since I moved up there for school not knowing a single fricken‘ thing about what I was really getting into, it was a blessing to have been seated near my new buddy Brian Donley. You see, I never used Photoshop before nor had I ever heard of a girl named Maya. (Found out later it was a modelling/animation program, psshh, who would have guessed?) Now that I look back, I am amazed at how clueless I really was. But I am lucky enough to have what it takes to learn new software programs quickly, which I did. My first week at school though was so incredibly overwhelming. I seriously questioned my presence there and questioned whether I made the right decision to follow this game career goal of mine. After trying and failing to complete a simple Maya tutorial on modelling a Lego of all things, I became extremely frustrated I wasn’t “getting it” as fast as I wanted to. But then I learned these massive software programs take time to get familiar with and soon enough, with the help of Brian and other classmates, I realized we were all in this together.

We all had some good times in our classes. From analytical and anatomical figure drawing, life drawing, sculpting, Maya, Photoshop, and ZBrush instruction.. it was all made easier by bouncing questions and ideas off of each other. Brian became a good friend and a person I could trust for advice on my demo reel. I remember many times we’d walk over to Brian’s downtown apartment during lunch break to discuss our demo reels and watch re-runs of Seinfeld and The Peoples Court. (Trust me, those shows were better than watching some of the regular Canadian programming, especially MTV Canada. Bleh!) It’s truly amazing to see where Brian was then and where he is now.

I decided to catch up with Brian and his game career journey. I found out, he is doing damn well. In fact, better than any of his other graduated classmates, including me. He is the only one that has a job right now from our class so I thought I’d find out what his secret was. Do you want to know his secret? Well… sorry there is no secret way of gaining a position in the game industry. If there is, someone please email me and tell me so I can get my career started too. Everyone is on their own unique path and I asked Brian a few questions about his path in hopes others can gain insight to what it is and what it takes to start your game career as a Contract Artist.

What is your educational background and why did you decide you wanted to make games for a living?

Back when I was in high school, there were maybe only a handful of trade schools teaching game design (Digipen is actually the only one that comes to mind but I’m sure there were others). Back then it was considered one of those professions that was only for computer nerds who already knew how to do this stuff anyway. So the logical choice for me was college. Knowing what I know now, I probably would have just gone to a game school right out of high school though. Fortunately for me I didn’t know then what I know now. I’m gonna caps lock this ‘cause it’s important: GO TO COLLEGE. Although in today’s game industry college is not a pre-requisite or even a guarantee of success, in my opinion it is the most valuable learning experience of life. College is the perfect bridge between the carefree, amniotic womb that is high school and the harsh, deadline-filled, cut-throat reality of the “real world.” A good example of this came at my graduation for game school, where only one of the seven teenagers right out of high school had quality, polished demo reels to show; they simply weren’t ready for the real world.

I grew up loving and playing video games, but I must admit I wasn’t one of those people who always knew they wanted to make games. I kind of fell ass-backward into this career. So much so that if you would’ve told me just three years ago that today I’d be an Environment Artist on Resistance: Retribution for PSP and getting paid to make video games, I would have laughed, then ridiculed you for being an idiot. I guess I really knew I wanted to make games around winter of my junior year at the University of Oregon. I was majoring in Digital Art with every intention of becoming a Graphic Designer or some variation thereof, when I came across an ad for this game school in Vancouver BC. Little did I know how drastically that ad would change my life. I applied (by which I mean I wrote them a check) in January and was accepted (by which I mean the check cleared) by February. So in September I packed up and moved to Canada on a student Visa. I basically said to myself, “I’m gonna put everything I have into this, and if it doesn’t work out I’ve always got a degree to fall back on.”

What is a contract artist and what is it like getting your first paid position in the game industry? Any interesting stories on your path to getting hired?

Simply put, a contract artist is just an artist who is not a full time employee. It’s perfect for someone just starting out in the industry for this reason: there’s a ton of work that needs to be done on a game and a lot of it isn’t glamorous. Basically I’m a grunt; I do all the boring shit work none of the senior guys have the time to waste on doing. This is not to say what I work on isn’t important, after all, without proper collision your character would fall off the edge of a world or pass through walls. Also it is good to have a solid foundation in all of the aspects of games, so even if all you really want to do is model characters, it really helps to know a bit about rigging, animation, collision, etc. so you’re characters will implement better.

Getting this job was a dream come true. I know that sounds corny, but it’s true. Not only are we currently in the worst economic time (in my short 27 years) to be looking for a job in any field, but to be looking to break into a highly competitive industry for your very first job is even more daunting. One quick side note: of the nine students I graduated from game school with, I am the only one working in the industry (sorry to bring it up B) and it’s been over a year. This is NOT because I’m so great and they suck. It was purely coincidence and luck. As anyone who’s tried to break into a new career can attest, you ask everyone you know to ask everyone they know if they know anyone who might know anyone who will hire them. After about six or seven months of working every day sending out emails and demo reels, researching companies, continuing to produce work, etc., I caught a break. (This part of the story always makes me smile) One day my mom happened to call and mention she had lunch earlier that day with a woman’s group she’s involved in. During the lunch she found out that one of the other women’s son worked for Bend Game Studio. My mom called his mom and got his number and before you know it I had his email address. Now, if you’ve ever tried to get a job in the game industry, you know that there are many filters to get through before your work is even seen by an art director. I was able to bypass all of the filters and communicate directly with the art director. They liked my demo reel, so I bought and learned the software they were using and was hired just like that.

What is it like working for Sony and specifically working on a new Resistance PSP title? Is it everything you expected and more? Or are there some things about game development you’re disappointed with?

I honestly had no idea what to expect when I came to work for Sony. I guess I just pictured Grandma’s Boy or something. But the reality was much different than that movie displays (at least compared to a studio our size). All the people working here are amazingly talented and driven and there are very few, if any, late-night karaoke parties with octogenarians. However Sony is a great company to work for, as they treat their employees (and even lowly contract artists like myself) very well.

Getting to work on a game like Resistance: Retribution for my first job in the industry is somewhat atypical. It is rather rare that someone with no actual industry experience would be hired to work on such a high profile title. Lucky for me the guys (and gals) here at Bend Game Studios liked my demo reel and were really great about helping me to integrate into the pipeline. There are A LOT of things that you just can’t learn in school; things you can only learn once you actually start working in your field of study.

I would say that in working on R:R, I got to do much more than I expected. I kind of assumed I would be doing a lot of little stuff that would be behind the scenes and not be featured much in the game. Instead they had me working on important pieces right away, and I must admit I didn’t think I was ready. But as usually happens in life I was more prepared than I thought I was and came through just fine. In fact I recently finished work on a rocket launcher turret than is featured in a very prominent scene in the game. It’s very exciting and rewarding to see your own contributions implemented in the game.

I can’t think of any aspects of this job that I’m disappointed with. There are definitely some parts that are not as fun, like collision where you basically go back over all the terrain someone else already built and put in the floors, walls, boxes, etc., that the player actually walks on and runs into (if you’ve ever walked through a wall or started falling through the infinity below the ground, that was most likely a collision error). However even when I’m working on collision and I know it won’t be seen or even appreciated unless I made a mistake somewhere, I also know that the area won’t play right if I don’t do the best job possible. The key is to remember that every little detail needs just as much attention as every big detail.

Tell me about the lifestyle of working at your game studio and what a typical day is like. Hectic hours? Overtime? Casual attire? Company parties? Also, what do you like most? What do you dislike most?

The best part about this industry is the flexibility you have with your hours. I am a young guy who likes to go out late and sleep in late, so I come in a bit later, usually around 10 or 11 am. Some of the older guys have families though, so they come in much earlier in order to spend the evenings with their families. My typical day starts at 9:30, I get up and head to the studio. First thing when I get in I sync my work PC to the network’s head revision, basically updating all my local files to the most recent network ones. Then I check my inter-office email for any new work any of the leads might need done. If there happens to be a lull and there’s nothing to work on at the moment, I have a PSP dev kit at my workstation so I can pull up any level and play through it and look for bugs.

Since I’m a contract artist, there are a set amount of hours a week that they’ll pay me for, so as long as I don’t work overtime I can pretty much work the hours that I want. However the full time employees have much more hectic hours, especially since we are almost at our Beta deadline. Some are here as much as 14-15 hours a day, seven days a week. As far as attire there is no real policy; you can pretty much wear whatever. Sony is great about company parties. We actually just had our Christmas party last weekend, all paid for by Sony. They give us tons of shwag too, like cloths, hats, jackets, even games like Resistance 2 and Little Big Planet for PS3.

I would say the thing I like most about working here is the people. It is a very small studio so everyone spends lots of time with each other. Everybody here was really friendly to me when I came on board and they are all a lot of fun to work with. Most days we all send around spam emails to each other with funny YouTube videos or Photoshopped images, usually of a fellow employee in a compromising image (compromising image not include). Every Thursday whoever can make it goes to a specific bar in town for drinks and apps. It’s definitely like a family, dysfunctional at times maybe, but always fun.

The only bad part about this whole experience was that I wasn’t hired until the game was about 2/3’s completed, so I came in late not knowing the characters, the story, the style, the level names, the naming conventions, etc. It took a while to catch up and get the hang of things. Hopefully Bend Studios will hire me back for their next game and I can come in and work on it from the very beginning.

How much room is there for a contract artist to move up in the company? Are there opportunities for job progression and full time status?

Being a contract artist is awesome for a first job, but I definitely want to move up and do other, more important jobs in the game industry, like be an environment lead or team lead. Obviously if they do see some potential in me there is definitely the opportunity for me to get hired on full time. The great part about working for such a small studio is that you really have to be multi-talented; one day you might be modeling, animating the next, collision the next, and so on.

What one mistake did you make on your way to becoming a game artist that you feel others can learn from? (If you made any of course.)

Well, one thing that comes to mind is the mindset I had while I was in school. While I was in school, I definitely worked hard, but I didn’t have that attitude of getting as much done as possible. I guess at the time it just kind of seems like school will last forever. Then suddenly you graduate and it’s like, “Whoa, ok, time to get a job…” but you feel like you’re not ready. Maybe you don’t think you know enough or your skills aren’t very refined. The key is to push through those mental roadblocks and keep telling yourself that if this is what you really want and you keep working hard, everything will work out in the end.

What advice do you have for potential game students who are following a similar path to yours and for students who have completed their education and are currently seeking a position at a game studio?

Potential game students should spend as much time as they can refining their traditional art skill; drawing, painting, sculpting, color theory, design, composition, etc. You’ll find that once you really begin to work in game design those art skills are really invaluable. If you already have a solid background of knowing how to create dynamic, interesting compositions of form and color it will bleed over into your game work.

For those who are currently seeking employment with a game studio I think the most important thing is not to let your skills become obsolete. Software moves so quickly that if you don’t stay current you will have to relearn everything. If you can’t afford the high end software, there are plenty of free 3D apps online as well as trial versions. Just so long as you’re constantly trying to improve and not standing still, you’ll always be valuable.

You can view some of Brian’s work from his student demo reel here or you can visit his website.

ZERO GEAR: THE NEXT LEVEL IN KART RACING

January 6, 2009

One of the cool things about Polycount.com is, you get to view work from artists of all skill levels. Game Students will post their 3D models in the forums for others to comment or critique, then industry professionals will post their latest game asset they created at their place of work. And sometimes a special forum post will come around and be updated continuously throughout a game making process. The special post I am referring to is Zero Gear, the next level of kart racing.

It’s funny because I was just talking with my girlfriend the other day about how there needs to be another kart racing game. Something other than Mario Kart. Now, this isn’t as realistic as the idea I had in my head but I think Zero Gear can definitely hold me over until a well funded developer can create what I am imagining. The craziest part about Zero Gear is the creators, Nimblebit. It’s just two guys. Two guys!

Make sure to check out the video below too as it showcases some of the many race tracks created by Nimblebit. This game sure looks fun to play and I bet it was even funner to make. I can really see this game doing well if it were to come out for the Xbox Live Arcade. I wish Nimblebit the best of luck and I look forward to Zero Gear being a success!


Read more on the Zero Gear Polycount post…

PIXOLOGIC: AN EPIC INTERVIEW

January 3, 2009

Game Art Students- Take advantage of this in depth interview with EPIC games artists. I know I am. Epic Games was very generous in a recent interview with Pixologic which gives us an inside look at the ZBrush workflow some of their top notch artists used to create the world of Gears. One of the Environment Artists I have been seeing around the Polycount forums is Kevin Johnstone. If you have not seen this guys work before, it is very impressive and I wish I was at his level of expertise. You can see some of his work here in this interview as Epic was extremely generous in sharing many ZBrush screenshots for this interview. But if you get a chance, try to find some of his other work on Polycount.com. He may have some work up on CG Society too I can’t remember. Definitely worth your time if you want to be an Environment Artist like me.

For Character Artists, look no further than Chris Perna’s and Kevin Lanning’s gallery. All your favorite Gears of War characters in crazy high definition detail. Some of the screenshots make my heart skip a beat when I look at them, they’re so bad ass.

Read more at Pixologic

STORMBIRDS: THE GAME THAT MAY NEVER BE MADE

January 3, 2009

Unfortunately, Stormbirds is a game that was cancelled after THQ pulled the plug on a team of developers at Juice Games. It is apparent that THQ feels they just can’t compete with Namco and Ubisoft. For whatever reason, they feel that this game couldn’t compete with Ace Combat and HAWX. Well I disagree. If this is the direction Stormrise was heading, I’d be much more interested in playing Stormbirds rather than its competitors. I’ve played Ace Combat before and I’m not impressed with it’s wonky controls and Google Earth terrain. The HAWX trailer looks like it’s taken straight from the movie Behind Enemy Lines so nothing new or innovative with that. It doesn’t look close to the potential of Stormrise which is too bad. From watching this high quality action CG trailer by Realtime.UK it’s clear THQ has gone cuckoo. They’d rather give us another 50 Cent game instead.

Read more at Shacknews