January 14th, 2010

Recently some of us at pricklypixel have been playing through Gearbox Software’s 2009 release Borderlands. Its a mixture of different game types that really comes together after playing a few hours.
Often when first playing a game I’ll wander about taking in the environment, looking at how models have been built, what shaders are being used etc. Borderlands has a unique graphic style, with many surfaces appearing to be straight off a comic page. There’s also a subtle ‘cel shaded’ outline on most objects. These efforts make the game stand out to me, where most Western developed games seem to be striving for absolute realism. I have often found myself staring at a location in admiration. It’s all the more impressive as this art style was changed towards the end of the games development.
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Posted on 14 Jan 2010 by Aladar Apponyi in Game art |
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January 6th, 2010

After looking back over the best of 2009, it’s natural to look forward, to my most anticipated titles of 2010. I’ve put together a list of the titles that I personally can’t wait to play, hopefully they all come out this year.
The Last Guardian
Shadow of the Colossus and Ico are two of my all time favorite games, trailers show an exciting mix of themes and gameplay from these previous titles. Unfortunately with no announced release date, rumors point to this coming in 2011.
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Posted on 6 Jan 2010 by Aladar Apponyi in Game art |
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January 4th, 2010
Thinking back over 2009, I tried to work out what were the titles I enjoyed the most. I started with a few games that stood out as unique, adding titles that were great fun. Soon i had a lot more than 10 games. I had to cull great games like Red Faction: Guerrilla, Shadow Complex, and Assassin’s Creed 2! The 10 I am left with have such great diversity of style and genre, there truly was something for everyone in 2009.Of the games I did play in 2009, my top 10 are, in no particular order;
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Posted on 4 Jan 2010 by Aladar Apponyi in Game art |
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November 12th, 2009

I recently played through Uncharted 2: Among thieves developed by Naughty Dog. The game is simply stunning, in my mind worth the purchase of a PS3 in order to experience.
While derivative of many other titles such as Gears of War, Tomb Raider, Metal Gear Solid, everything in the game is done as well or better than its been done before. There is such variety in game play & location, the icy area shown above is but a short chapter. Though the game pushes you along I often found myself stopping to marvel at the accomplishments of the art team. Each location is densely filled with foliage, or debris and detail. Its the first game I’ve seen where a blend between different material types is seamless in places, plaster through to broken bricks for example.
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Posted on 12 Nov 2009 by Aladar Apponyi in Game art |
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November 2nd, 2009

Whether woodworking, programming, or 3d modelling, it’s important to have the right tools for the job at hand. The tools an artist or trades person collects and learns how to use, directly affect the quality of their work, and speed at which they do their job.
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Posted on 2 Nov 2009 by Aladar Apponyi in 3D Software, Game art |
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October 19th, 2009

Reading a rumor last week that ATI have secured the deal to deliver the GPU for Microsoft’s next xbox got me thinking about the next console generation, how far away it is, and what would convince people to buy a new system? The Wii is the most successful system this generation with arguably last generation graphics. There must be more to a new round of consoles than graphical power.
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Posted on 19 Oct 2009 by Aladar Apponyi in consoles |
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October 11th, 2009
The face is a complicated structure to recreate in 3D and more so if you want it to distort realistically, At first glance the facial distortion seems very complex with distortion happening all over its surface in the form of skin sliding over bone, muscles directly affecting the surface or skin creasing & stretching due to muscle activity near by.
A tried and tested method for dealing with most of this seemingly complex movement of the face is the facial edge loop system, originally derived by studying the musculature of the face. 3 muscle sphincters around the eyes and mouth who’s only purpose is to close the opening it surrounds and the radiating muscle groups designed only to open the hole within the sphincter. Read the rest of this entry »
Posted on 11 Oct 2009 by Gavin Muthukumaraswamy in Character Modeling |
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October 6th, 2009
Having worked on a couple of open world titles, I’ve had experience with two different teams methods of creating the basic surface mesh of a game wold. They both used at their core, a flat mesh that was deformed in a vertical axis by artists or imported height map data.
Texture mapping co-ordinates were projected along the same vertical axis as the mesh was deformed. This meant that the greater the slope of the mesh, the more distorted the texture appeared in the world, as is illustrated by the image below,
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Posted on 6 Oct 2009 by Aladar Apponyi in Game art, terrain |
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September 24th, 2009

The recently released ‘Batman : Arckham Asylum‘ from Rocksteady Studios pushes the envelope of character models in current gen games.
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Posted on 24 Sep 2009 by Aladar Apponyi in Game art |
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