|The Greenhouse, From The Outside|
This is one of those old blog posts, it sits in the drafts section getting a bit stale, its still tastes good but the texture isn't as fresh as it once was and you're not quite sure which tense to write it in now, two weeks since the last post.
Team Kernel made a city. It doesn't have a name but its in keeping with the Kernel visual style, conveys the oppressive and ubiquitous theme of ignorance, and the majority of it was in fact modelled and textured by our faithful second year Sebastian. Since he completed it I've been going through tweaking the textures very slightly, creating reflection maps for the windows, and applying shaders to it before I could light it.
|Shiny Window Shaders|
|The Greenhouse Effect|
|Final Gather Incandescence Map|
|...On Rock & Roll|
|Billboards have they're own dedicated spot lights.|
|The Smog of Ignorance|
|Leonard Enters The Greenhouse|
|The Process of Meaning|
Frictional games, creators of the excellent Amnesia: Dark Descent, often have interesting things to say about game design. Thomas Grip here talks about their approach to game design and how its unconventional, it seems like its most definitely the best direction games could be going in.
He crops again in this interesting gamasutra article on storytelling in games which also features the writers of Portal 2.
I love Braid, I love Jonathan Blow, and everyone should always listen to everything he says because hes always right. While that may not be true, its the feeling I get when I hear him speak, all his design philosophies come from the right places.
Autodesk released a bunch of talks on their youtube channel and this one was actually given by a student and some of the points he made were particularly familiar to our work on Kernel. Especially the emphasis on each team member filling multiple roles over the course of production.
There was another talk on the lighting in Killzone 3 and a part about the use of volume lights, something I'm not used to using which seemed to work really well and was very interesting.
Quantic Dream, the studio behind my favourite game of 2010 Heavy Rain recently released a short film which doubles as a tech demo for their new game engine. I'm excited for whatever they do next from a design perspective, but graphically, having moved to PC, this looks dated in comparison.
P.S. Happy 30,000 views to The Pixel Crush.