Mostrar Mensajes - Kristian
Foros de AKB

Mostrar Mensajes

Esta sección te permite ver todos los posts escritos por este usuario. Ten en cuenta que sólo puedes ver los posts escritos en zonas a las que tienes acceso en este momento.


Temas - Kristian

Páginas: 1 ... 6 7 [8] 9 10 ... 43
106



#Link de YouTube Inválido#

>> Pier Solar HD en AKB

107

#Link de YouTube Inválido#

108
#Link de YouTube Inválido#

109

#Link de YouTube Inválido#

110
Deportes / ¡Força Barça! PSG 2 - Barça 2
« en: Abril 03, 2013, 01:56:59 am »
Yo me quedo con una gran sensación de este partido. El PSG, sobre todo en la primera parte, nos ha podido hacer un traje, y su segundo gol era muy complicado para Valdés, que incluso casi la saca a córner después de que un defensa la desviara. Teniendo en cuenta que en la pasada eliminatoria tuvimos que remontar un 2-0, yo creo que la cosa está muy encarrilada...

Eso sí, sustos con Messi... Los justos.

112

Screenshot from within the Bloom
Hello,

My name is Koy vanOteghem, Lead Environment Artist here at inXile. I would like to take this opportunity to discuss a few items as we release our first image for Torment that is pre-production and game art oriented (as opposed to concept art). Ordinarily, we would expect to R&D these types of early-prototype scenes during the standard preproduction phase of the project development cycle. And certainly during our actual preproduction, this pipeline will see many changes and iterations based on evolving needs. But technicalities aside, because of our growing comfort level with the Unity Engine, along with our growing connection to our community of backers and fans, we thought it might be fun and informative to give a sneak peek of some of the ideas we have bouncing around the Art Dept. What we are presenting here, for the sake of conversation, is an example of a 2D pre-rendered environment within The Bloom.

The Ninth World of Numenera has a rich tapestry of aesthetics. You can see this in the variety demonstrated in both our Torment concept art as well as the Numenera artwork. While we search out the look and feel for this evolving title, we find ourselves developing a much more organic approach to our asset production pipeline, both in process and in created content. Perhaps it was starting with the Bloom that helped steer us down this road, though we see how it will apply to more architectural environments as well. Our approach involves a heavier focus on sculpting and modeling, and a lesser focus on the engineering side of the art, which will suit our (relatively) small team structure well. We get back to working on the art, and think less of engine settings and geometry management.

Torment will certainly present some special challenges, but more so I think, unique opportunities to realize our vision in a new old way. We’re looking back to a 2D approach, with a fresh eye rooted in contemporary modeling, texturing, and engineering techniques. Much like Project Eternity, our goal is to craft an experience that diverges from the common path of world building. We hope to strike a distinct style while achieving levels of detail often difficult to present in 3D game space with a small team, through a process of pre-rendering major portions of in-game assets. As you have seen in the published concept pieces, geometry varies greatly from location to location. We look to incorporate the organic nature of many of those structures into our asset creation pipeline while avoiding the often processor taxing in-game meshes.

The big debate: playing games in 2D vs. 3D – I know many of you are interested about our decisions regarding the art direction. There has been much talk about the costs associated with "2D development," the quality and scope that can be produced by a small team, and the impact that this might have (for funding) of other departments. And trust you me, I understand from where these expectation emerge. But to be clear, what we are really talking about here is not a 2D game, but what you might call a 2.5D game, with just a portion of art production that is 2D in nature. Bear in mind, any extra time we spend noodling in 2D will be made up 10-fold when we get to our beta build and we are not ripping our eyes out trying to figure out how to get all that geometry to render efficiently on screen. Our early tests are showing very promising frame rates for our 2D assets, freeing up additional processing power for characters, FX, lighting, post-processes, etc.

After all, characters are not 2D, rather 3D seen through an isometric camera. And particles, well, they’ve actually always been 2D, but you know that. I’ll admit, lighting in 2.5D was a concern of mine early on, but after some initial experiments, I feel confident that 3D lighting can and will be used to considerable effect, grounding the characters in the scene through dynamic lighting and some shadow casting. These issues, among others, simply require a mind shift in the creation process, and it’s quite liberating.

In the end, it’s really not that great a departure from what we already know and produce. It’s just a different way of presenting to you the player, our "3D geometry," in an old awesome way. With our new pipeline strategy, we’ll be able to include detail, complexity, and styles that I would typically shy away from given our team size. It’s a win-win from where we are standing.

I would also like to extend a big thank you to two team members, Gavin Glenn-McDowell and James Morford, for their dedication to this KS campaign and eventual production of Torment. As part of an effort to develop a "rapid pipeline" proposal, they produced what would turn out to be a rather motivating gameplay space from The Bloom concept in a weekend charette. After an explanation of their strategy, the potential time savings and cost reductions, and the quality bar that could be reached, we launched into another round of afterhours development with the help of a couple more team members willing to dedicate some oh-so-precious personal time. Their efforts made this post possible.

Thank you for your backing and support. I am in awe.

Koy

Via Kickstarter de Torment

113


#Link de YouTube Inválido#

Entertainment Icons Up the Ante in Telltale Games' Poker Night 2

Leading publisher of digital entertainment Telltale Games - in partnership with studios spanning the worlds of games, television, and cinema - confirms the next entry in their high-stakes series with Telltale Games' Poker Night 2.

Some of the biggest personalities in gaming, film, and animation are going all-in on Xbox Live Marketplace for Xbox 360 video game and entertainment system from Microsoft, PlayStation Network, and on PC and Mac from Steam. Other platforms to be announced.

Taking the fifth seat at the table, players will be joined by an all-star cast

• Claptrap from Gearbox Software's critically-acclaimed and multi-million selling Borderlands video game series
• Brock Samson from Adult Swim's animated series The Venture Bros.
• Sam from the Sam & Max video game and comic book series by Steve Purcell
• Ash Williams from the cult classic movie Army of Darkness. Groovy!

Players at the table will be assured of a fair hand dealt under the unblinking gaze of a Genetic Lifeform and Disk Operating System from Aperture Science research facilities. Otherwise known as GLaDOS from the Portal and Portal 2 games by Valve!

Telltale Games' Poker Night 2 will offer the chance to win 'Bounty Unlocks': rewards for use within other games when special goals are achieved. With cunning and skill, players will unlock prizes including exclusive skins and heads for use within Borderlands 2, character accessories for Team Fortress 2, unique Xbox 360 Avatar Items, and Premium Themes for dressing up PlayStation 3.

"It's great to revisit our roots after the success of The Walking Dead. People might not know that we have a strong history of humor in our games and players are going to find a lot of laughs in Poker Night 2," said Dan Connors , Telltale CEO and Co-Founder, adding "Poker Night 2 is another example of our ability to work with phenomenal partners and bring great characters to life in the gaming universe."

Telltale Games' Poker Night 2 will be released late April on the PlayStation Network, PC and the Xbox Live Marketplace; other systems to be announced.

Via AGB

114

#Link de YouTube Inválido#

115

#Link de YouTube Inválido#

116

#Link de YouTube Inválido#

118

Creador del Mod: kingchris20

Descripción:

Unique Ability:
(Nuclear Bully) Unit maintenance cost reduced by 33%, Uranium resources doubled. Length of golden ages reduced by 10%.

Unique Unit:
Koksan - Replaces the Artillery. +23 Combat Strength, +30 Ranged Strength, must set up prior to firing.

Unique Buildings:
Juche Tower - Replaces Hermitage. +5 Culture, +50% Culture, provides 1 free social policy.
Pyongyang Military Academy - Replaces the Military Academy. +15 XP to naval, land, and air units, +1 Culture.

>> Fuente

119
Sin duda, una joya para los coleccionistas.


>>Tienda donde comprarlo

Páginas: 1 ... 6 7 [8] 9 10 ... 43