A showcase of screen captures from some of our past and current projects. You’ll find a variety of projects here: games, simulations and data visualizations. Our older projects were all in Second Life – our newer work is mainly with the Unity game engine. A number of these screenshots were taken during the making of the game, so they may lack polish, especially in the on-screen UI elements. Click an image preview to view it full-size. TerraViz An experiment: Can we use a game engine to visualize scientific data? TerraViz is...
read moreThe 9 photos below are all the same ‘couple’ – only the clothes, hairstyles, and accessories have changed. Be it videogames, movies, art or anywhere else – the audience expects characters to have, well, character. The clothes really do make the character, so don’t be afraid to let your imagination run wild. Source: Nacho Rojo‘s “9 Couples”. Nacho Rojo hails from Madrid, spain, and has some great works. Check out the website: www.nachorojo.com.
read moreImages of ice, snow, mountains, glaciers, and cold-weather animals. Inspiration / reference material for creating polar levels, ice fortresses and caves, frozen wastelands and more in your games. For an explanation of what this is, click here. Attributed The two words that come to mind when looking at these are beautiful and formidable. What about...
read moreInspiration / reference material for creating magical laboratories, libraries, and lairs in your games. For an explanation of what this is, click here. Open Source CG Works – Attributed Movies with magical laboratories: Harry Potter (I-VII) Howl’s Moving Castle The Dark Crystal Dungeons and...
read moreArt can take us outside ourselves, and for designers this is especially important. One of the biggest mistakes a game designer can make is to think they have to be totally original. Take a moment to look at what others have done, and ask yourself “what makes this great?” Perhaps it’s the lines, or the contrasting colors, or the way it confronts expectations. Mood, composition, framing – these basic components of art are no less important when designing levels, characters, and cutscenes. The National Graphic Picture...
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