This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
In today's issue, we're servin' up some serious updates on a few large-scale, ongoing 3D models and concept pieces. This week, Cass continued chipping away at the base model for the Cathedral, adding a secret attic area that will house an important NPC you'll will meet along your journey.
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?
This 3D world is made possible by a workable combination of virtual and augmented reality, social media and other virtual concepts. In addition, it can be used to design non-player characters (NPC) that the players cannot control. NPCs respond to player activities automatically using predetermined algorithms.
Concept Art. As part of our demo overhaul, we recently welcomed a few new team members into our motley crew in order to help us better establish the dark-fantasy vibe we're going for—including the newest member to our Concept Art team, Harold. Curious about Harold's process for building out each concept's composition?
Concept Art. In our last issue, we introduced you to a bunch of new team members that recently joined our growing family, including our newest Environmental Concept artist, Harold. Right away, Harold dove into creating fresh, detailed concepts for each level area in the Kristala demo. Let's dive in.
Last issue, we shared 3D Character Designer Bianca's progress on the model for our Nisargan forest nymph NPC. Part of this initiative includes refining the player character's model so that it closely matches the incredible concept art l_aciel has created for our Anagativan beings. Concept Art. We hope you enjoy. Sound Design.
Concept Art. Pete not only possesses a wealth of talent and experience when it comes to concept art, but he's also an incredibly skilled character modeler and rigger too. As Pete's first official task for Kristala, we had him work on revising the concept art for a very important NPC, Gustav Gondasa.
It was like resetting a little stage-play; the NPC actors hit their marks and reappeared at their start location. Not that I coined them, of course; the concepts were very much in the air. I say mostly, because social media today shows we were partly right also. Earlier in MUD design, these zones even “repopped” all at once.
Back in 2012, John Mix Meyer wrote "Women aren’t vending machines you put kindness coins into until sex falls out" to critique proto-PUA concepts like the friendzone. In this situation, the NPC knows what you're here for and he wants it too, even if you kinda hate each other. Sometimes people have sex with someone they don't like.
With a rich history that includes introducing AI concepts in programming classes as early as the 1990s, RP4K is now seizing the opportunity to delve deeper into the exciting world of AI. State Machines and Behavior Trees: Tools for designing intelligent NPC behaviors and interactions.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content