2017 is finally coming to an end and I don't have much that I can is completed as of a couple of hours ago I can proudly say that my son and I finally finished Thimbleweed Park without a walkthrough. This is very exciting as I not only had a great time playing a brand new adventure game by one of my heroes Ron Gilbert but also was able to share the adventure with my son who is now hooked on adventure games. Completing the game was also another reminder that as a creative person I need to balance creating with consuming. As a full time game developer it can be exhausting when your hobby is also game development and many times you burn out on making or wanting to make to much while not consuming nearly enough. So while it would have been nice to write down a nice list of accomplishments from this year I am just as happy to write down that I learned it is just as important to feed your creative side as it is for you to create stuff and most importantly to share that experience however you can with the people you care about. I am truly excited for 2018!
An old-school CSG inspired level editor add-on for Blender 3D. The add-on is still very much a work in progress but fairly solid for blocking spaces super quickly. Just because graphic fidelity has gotten insanely good and hyper detailed doesn't mean we shouldn't look back how older games were put together, at least that is my opinion. One thing I always come back to is how quickly the tools in the first 2 versions of Unreal Ed 2 and Doom level editors allowed anyone to block out a level, iterate on feedback or try an idea out. So I just took some time to put together a similar pipeline right in my 3d package of choice. I wanted to keep it simple and quick to try out level design ideas. You can use it for simple white boxing of your level, break it up into multiple static meshes and import them into your game engine of choice or you can use that as your starting point to start more detailed modeling ....
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