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Inspiration & Reference
I just wanted to know if people had any links to good websites for either level design inspiration (photos, paintings, concept art, etc.) or just for architectural reference. We had a thread like this on the old qmap, but we know how much good that does us.
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Fyi Above Is Templeos Comments, Not My Own Lunacy 
 
Thorough 
 
Fantasy Tourist Ressort Designs By North Korean Architects 
All Hail Our Beloved Leader. 
The helicopter image is hilarious.
All are somehow. 
Peckforton Castle 
Faroe Islands 
 
Faroe islands are a weird place.

Shame that they love brutally murdering animals at grindadr�p. :( 
 
dear esther,
i have burnt my belongings, my books. my letters to you are scattered across this island... 
 
That's It 
have to go those islands! 
@lun 
looks good now but clearly Mr Simmons has been abusing the carve tool... and we all know how bad that is. 
 
Recently Lun(?) talked about how adding tracers to the shotgun makes it feel much more powerful even if it isn't, this is an awesome video in the same direction. I highly recommend watching it if you have any interest in creating anything animated yourself (not just games): Juice it or lose it - a talk by Martin Jonasson & Petri Purho 
It Was Sock 
 
 
@Spirit, I have a mod which replaces all the shotguns with projectiles and particles effects. Awesome stuff, the shotgun feels crazy good. 
Nice! 
Makes me think of Crimsonland. 
I Would Never Do That 
 
Juicyness 
I always felt like having bullets being really fast projectiles (vs hitscan) feels more powerful somehow. A GDC talk by a Bungy employee on weapon balance talks about being able to see causality unfold over time being more convincing. Think there's something to that. Also, information captured in a still frame. Recently did some particle modding for Tremulous, clearly visualizing splash radius and adding trail effects to projectiles to show direction (even in a single frame) seem to be a Good Idea in general. Viewshake (subtle) and impact sounds are another two.

Quake could benefit a lot from all that stuff, imo, maybe need to look into the particle systems of some ports. Unfortunately the more traditional engines don't seem to have them. Tried DP particles a couple of times but that particle system really feels like an afterthought to me. FTE looks a bit more promising but haven't checked it.

About juicing-up presentation, really good presentation.
In the end it's all about applying basic animation principles
http://en.wikipedia.org/wiki/12_basic_principles_of_animation 
 
19th Century Hospital Thing 
 
New Sequelitis Video! 
Disma Album Cover 
Niceee 
 
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