I found out about a new clothing company called "GOST" ran by the former creative director of "Senate wheels" which was a rollerblading hardware company and "Franco shade" a rollerblading clothing company. I'm a massive fan of the bold art style, someone get me some of this stuff please!! Check out the blog @ http://gostbrand.com/blog/
Unplanned features, a concept that doesn't sit well with most game developers (producers I'm looking at you), and rightly so! Additional cost and bugs means they can be risky. After all, they are the very definition of feature creep. However, making games is a creative process. Things change during the course of development, inspiration strikes or something you've been experimenting with turns out to be a huge value add. Not all features are born equal, some are much more suited to being a last minute addition than others. What are the attributes of the perfect unplanned feature? How can we spot them and take advantage? Makes use of what's readily available If the feature can be created with elements from existing systems and assets it's immediately something that's worth at least considering. It's a "modder" approach, taking elements of the games that were created to do one thing and repurposing them to create a variation of a feature or even som...
So I managed to do some work today, I'm happy with the outcome. First time I've done something like this. I say outcome even though it's miles from finished! As it stands the mesh is Bad... Very Bad. Loads of un-needed topology and lacking llooaaddsss of details that I want to add. I want to go for a pretty low poly style and hopefully hand paint the textures so the end result will be Warcraft/torchlight-ish. Today my plan was to nail a base concept and I feel I've got that. Next I'll be playing with details and seeing if i can make it more interesting. Then I'll figure out a colour pallet and start texture work. I've given myself until the 10th! wish me luck!!
cool but it's the wrong your :)
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