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At Logic Simplified , a leading game development company , we created an FPS game Mr. 45. Even though an AK-47 was not used as an asset, I got the opportunity to test my skill and indulge in my passion. This is the workflow for creating a AAA model of an AK-47, using Maya, Substance Designer, Substance Painter and Marmoset.
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Systems, assets, and code paths are planned with the lowest viable target device in mind, including Xbox One S, Steam Deck, and mid-range Android hardware. Asset Optimisation That Prevents Late-Stage Rework First impressions matter. Textures, geometry, and audio assets that arent optimised can easily strain memory and GPU resources.
The source assets like animation rigging and motions, textures, character and environment models, and so on would be built at a lower fidelity. Rise runs at a rock-solid 60 fps on higher end PC, but you can still see the kind of visual style built with lower poly models in place because we just don't have the time to rebuild everything.
I think my previous retro FPS culture writing for RPS about a single Counter-Strike map fy_iceworld was a lot more elegant and focused with a stronger hook. This is the curse of being a mediocre writer -- knowing enough to communicate ideas and see the problems, but not having the time and/or skill to solve them elegantly or beautifully. (I
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