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Deathloop deconstruction / design thoughts

Radiator Blog

NOT telekinesis, only works on NPCs / PvP) Havoc (temporary shield / damage buff), very useful for people who keep dying (i.e. me) or PvP buff but conceptually rather boring Aether (cloak + invisible to laser sensors, attacks cancel it, can be upgraded to only consume mana while moving). It would feel terrible.

Fighting 130
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Guest post - “Small Team, Big Project”: Building Moonwards

Mircosoft Game Dev

As Moonwards grows, it will be providing a series of add-ons back to the community for any project to use, adapted from our code. More than that, it’s conveniently network-able code, you get beautiful GameStates out of the box – sequential data, vectorized iterations and all that lovely stuff. The current concept.

Build 52
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Operationalize generative AI applications on AWS: Part I – Overview of LLMOps solution

AWS Games

FMs are large machine learning models that are pre-trained on vast amounts of data, which can perform many tasks such as text, code, and generate images. We will dive into use cases, services, and code needed to implement LLMOps on AWS. This is part 1 of a 3-part blog series where we will cover LLMOps in detail for the games industry.

AI 53
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The Kristala Dev Blog - Issue #31

Astral Clock Tower Studios

Becoming a Kristala Patron also means you'll unlock a special, secret code that'll gain you tons of bonus entries for our upcoming PS5 giveaway! Concept Art. This means that our artists have been diligently working on cranking out fresh concepts for existing weapons, armor sets, consumables, and other important goodies.

Dev 52
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A comprehensive guide to in-demand roles in film and games

CG Spectrum

3D Modelling 3D Animation FX Concept Art 2D Animation Game Design Game Programming 3D Modelling: Shaping Virtual Worlds “3D modelling is a rewarding career where you get to bring concepts and 2D imagery to life, sculpting personality and story into characters, objects, and environments.

Film 52
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The Kristala Dev Blog - Issue #20

Astral Clock Tower Studios

Although we've tasked our newest concept artist and character modeler, Pete, with trying his hand at the textures for our main Anagativan characters (which you can see later on in this issue), Shelly spent the first half of this sprint finishing up her own textures. o [link] Concept Art. Check it out! What do you think?

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

link] Concept Art. In order to initiate these changes, however, it was vital that we had proper environmental and character concepts to work from so that our 3D modeling team was fully capable of bringing the Kristala that exists in our minds to life in Unreal Engine. We can't wait to go back again next year!

Dev 52