Monday, February 28, 2005

Havok prepares to unveil next generation of middleware at GDC

all you guys intrested in knowing more about the physics middleware, Physics middleware specialist Havok are set to reveal its latest suite of products at the Game Developers Conference in San Francisco next month, with the firm launching an animation solution to tie in with its popular physics system.The entire suite is optimised to work on existing platforms, but according to Havok, it "has been designed to meet the needs of game developers working on next generation game platforms."
The company is planning to hold an event during GDC 2005, which takes place at the Moscone West Convention Centre in San Francisco from March 7 to 11, to premiere the functionality of the suite.
click here to read the article.

hope to see all you guys at the GDC!

Monday, February 21, 2005

Mixed Traditional/Digital Painting Tutorial

another great tutorial site for digital painting.The artist has taken a step-by-step approch n its real easy 2 follow.well, i did...hope, so do u guys :o) have fun!

Sunday, February 20, 2005

Good Illustrations

all you guys looking for some great illustrations and environment art, i ran into an awsome website by a very talented artist called maciej kuciara.For all of you who would like to read more about his work, he's fetured in this months article section on cgtalk where he explains his technique

Saturday, February 19, 2005

Lead Level Designer from BLIZZARD!

hey guyz,
i just ran into the lead level designer from blizzard, Phil Co! got some really useful tips as far as designing a game level is concerned. He was a guest lecturer in one of our game design classes .It was great to have our work critiqued from him. He gave me some good tips on how i can improve on the rough draft of my game level and hope it helps all of you going into level designing as well.

He spoke of the game level design being divided into 7 parts:

1] know your design tools or the game play mechanics : running, jumping, climbing.
2] order the design tools according to difficulty
3] brainstorm puzzles : make sure the puzzles have a clear objective , simple start, add combinations of 2 or more puzzles, adding variety, have a quality curve ( something he stressed on the most) , which means that start and end the puzzle on high notes and save the better ideas for the later levels.
4] diagram : compact and dense, visualize the spaces, follow the chart viz. the design tool chart, puzzle chart, enemy chart.
5] rough draft (the template or block mesh) : size and length (relative to the rest of the game) , 10 second rule ----- if the player can walk without anything popping out in the game for more than 10 sec. go ahead AND CHANGE THAT! and lastly, technology check.
6] watch without speaking : little kids are the best testers for your game levels, wide audience.
7] revise : keeping consistent ---- graphics reveals gameplay, editing puzzles --- removing complexity, balancing difficulty --- puzzles, monsters, secrets.

besides this he gave us a rough draft of one of the game levels he designed from Harry Potter and the chamber of secrets -- the skruge challenge.
hope this little bit of info would have helped all of u intrested in level design!!!

Wednesday, February 16, 2005

Another of 'em flash deals

Hey guys,
i ran into this cool site today i thought u guys would enjoy.Its another of 'em flash cartoon sites.
the fat guy is really funny!
Have fun! :)

Tuesday, February 15, 2005

Just a "Hi note"!

Hey Dudes...n Dudettes!! :)
Keep yourself logged in from time to time.I'll keep updating this page as often as i can.
I hope to share a lot of useful n 'cool' info in this section viz. games, modeling, animation, n cool sites !!!My apologies if i'm not able to do so at times, thats just cause i'm most likely flooded with homework...wohoo, what a surprise that is!!

oh, cool site for the day (its got some good flash animation and its pretty darn funny)