Very excited to share my friend's latest prototype
www.linkedin.com/posts/robkay...
Very excited to share my friend's latest prototype
www.linkedin.com/posts/robkay...
Having backed the Kickstarter earlier in the year, I'm enjoying seeing the recommendations from Ludocene.
www.ludocene.com/expert-124/J...
We still have a couple of positions open in Edinburgh and would love to hear from technically orientated gameplay animators.
15 years later, I still get shivers when I hear 'Far Away'.
www.rockstargames.com/videos/1o155...
Bienvenido a México, John Marston
In addition to Video Games and Animation, one of my other passions is running.
www.strava.com/clubs/GameDe...
Game Dev Runners is a global community of like-minded video game developers, designed to encourage and support a healthy lifestyle.
To accompany the trailer, we've also released a new website, bursting with background info.
www.rockstargames.com/VI
We're delighted to share our latest trailer
youtu.be/VQRLujxTm3c?...
Thanks Mike. I really enjoyed reading that. Very relatable.
Yup! Found on the console. Thanks
Unfortunately, it's not showing on the UK Nintendo page yet. F5, F5, F5...
Do you have over five years' experience working in the games industry?
In support of the BAFTA Games Awards on Tuesday 8 April, we are extending the deadline for games professionals to apply for a BAFTA membership this year.
Head to our website to learn more 👇
www.bafta.org/membership
It’s crazy to think that we’ve not seen Sam Fisher since Blacklist in 2013. Let’s hope the rumours of a new game are true!
Most games had custom engines in the early 2000s. There was very little sharing of tech. Chaos Theory used Unreal, Prince of Persia used Jade, and Far Cry used the CryEngine. The only commonality, at least from an anim perspective, was the authoring package. Everyone used 3dsmax and CharacterStudio.
Looking back, Ubisoft was a powerhouse in the early 2000s - Prince of Persia, Far Cry, Splinter Cell, Rainbow Six, Assassin’s Creed... These were young franchises with bright, exciting futures. From the fluidity of the Prince to the precision of Sam Fisher, they all offered unique style and gameplay
I was one of those folks. Stealth kills, wall jumps, and ledge grapples were the highlights. This was the first time I worked with an Animation Director. I may have been proficient with software, but Gilles Monteil became a huge influence on performance.
If I recall correctly, we had about 15 animators on the Game team. Cinematics were created by a separate narrative team, and Multiplayer was developed in Annecy. Of the 15 game animators, about 4-5 worked on the player mechanics.
To commemorate the 20th anniversary of Splinter Cell: Chaos Theory, I thought I would share my experience working on the game.
Thanks for sharing. It's great to reconnect with folks from 'the other site'
This list is great! I'm not indie, but I am Brisbane based.
Just stumbled on this. Thanks for sharing
We have a rare and exciting opportunity for a Senior Gameplay Animator at Rockstar North. Please get in touch with any questions.
www.rockstargames.com/careers/open...
Very pleased to hear that Jay!
We have a rare and exciting opportunity for a Senior Gameplay Animator at Rockstar North. Please get in touch with any questions.
www.rockstargames.com/careers/open...
Unfortunately, the data was useless. We hand keyed everything in the end. Still, it was good publicity
I had no idea what a cultural impact this game was going to have. We just genuinely had a blast making something we loved to play. It's humbling to hear how it is still revered.
Ha! I wish I still had my old business card. I'll be sure to share it, if I ever dig one out.
100% It was hard work, but we were small enough to form strong relationships with just about everyone. We shared a common goal, and it was never too far away!
Yes and no. Because time was against us, we HAD to make it work. We started with a solid idea, made it quick, and then polished as much as time allowed. There was never an option to start again. We were a small team, so we played within our strengths and weaknesses.
Chaos Theory was fun to work on. It's interesting to note that the most successful games that I have been involved with all allowed for rapid iteration (export/reload). We all play-tested the hell out of the games too!