One of the things I’m not is an animator, but every few years I give it a crack, and recently I gave it a crack inside Unreal, which now has really good rigging and animating tools. I made a complete Max Payne dive – sideways, front and back, all blending together just like in the original game, in a few hours’ work spread across a couple of days. Pretty pleased with it.
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I had a moan about XCOM 1 being prettier than XCOM 2 the other day and got some nice replies from the Art Director of both, Greg Foertsch.
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the inferior sequel to the spectacular video game Interstate ’76. Got ’em off the install disc. Great concept art, not a great game.
Interstate ’76 came out in 1997, alternate history ’76, Mechwarrior 2 engine, great story, great characters, great car physics, it’s got a poetry button, you can shoot a pistol out the window of your car in first person, great voicework, great multiplayer, incredible funk soundtrack performed by a one-off band called Bullmark – composed, apparently, of the bassist from Third Eye Blind, the drummer from Primus, Santana’s keyboardist and some other folks. Some of this info is from this ten year old blog.
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(gravis did a comment on my FEAR post so long he made it a post, and now I’m doing that with that post, and this ends up being about all kinds of things)
Half-Life 2 (and maybe 1, but I don’t think so?) had a trigger type called trigger_look, which was like a regular trigger, but it only executed if you were both standing in the trigger and looking at the specified entity. They used it heavily for Gman stuff – in HL2, if you walk backwards into an area you’re supposed to see the Gman in, and then turn around, that’s when he straightens his tie and walks away, he only does it if you’re looking.
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The video game called F.E.A.R: First Encounter Assault Recon gets a bum rap, even though everyone knows it rules. The bum rap is that everyone thinks it’s just the AI and the guyshoot that rule in F.E.A.R: First Encounter Assault Recon, when actually a ton else about F.E.A.R: First Encounter Assault Recon also rules.
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Here is an incomplete list of unreal engine plugins that I like
Mesh Tool by Nate Mary is a general modeling tool and the best way to do level design in the editor, though UE5’s CubeGrid tool is really good too (but has fewer functions than this). You can use both together, both just output meshes. I asked Nate to add Hotspot Texturing like Source 2 has, and the madman did it. The pictures above are all of MeshTool stuff, all of it whipped up real quick.
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Way before Half-Life Alyx had been announced, I spent a couple of days one Christmas remaking Half-Life 2’s headcrabs (using their existing art and anims) in UE4, but with additional physical reactivity – they can lose their footing and struggle to recover, smash into things and active-ragdoll around after a bad jump, get picked up by the gravity gun, etc. Half-Life Alyx later did the exact same thing, which I remain somewhat chuffed by even if this was just the obvious next step for headcrabs.
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damn
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in the unreal engine, edsplash.bmp is the name of the splash image presented to the user while the editor loads. projects without a custom edsplash.bmp are considered especially heinous. often a given edsplash will never be seen outside its development studio. but sometimes an edsplash escapes onto the internet. these are their stories
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One of many things I worked on on Weird West is the hiding of walls/floors/etc between player and camera.
When I joined the project, roof-hiding and the-floors-above-you hiding were all that was in; the camera went top-down at about 80 degrees when you entered a building. I found that a bit disorienting and wanted to try to figure out a way to smoothly hide the walls, but as with my fire propagation stuff, this was complicated by the fact that a ton of levels had already been built and I didn’t want to add complexity or fixup work onto other folks’ tasks. So this is a wall-hiding system that doesn’t know what a wall is.
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I’m a big Remedy enjoyer, I like Alan Wake and Max Payne and Quantum Break, and I want to like Control, but I don’t, though I like a lot about it. I completed it, was bewildered, and now can’t go back to it. More than anything I’ve seen before, every little thing in it feels like a missed opportunity, and like the thing it should have been was well within reach.
The way Alan Wake 1 sort of peters out, dragging its vague conclusion out over three DLCs that also don’t really conclude, somehow remained pretty charming. Control feels like it took weird lessons from that, and is now not interested in conclusions at all, even unexpressed ones.
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Recently had (finally) my first experience of “a game I made is physically on a shelf in front of me for sale in a shop”, with Weird West, which is physically out on PS5 now (it’s on other platforms too but not physically, I guess). For whatever reason, I didn’t really expect to feel anything about this, but I did, although I am not sure what exactly.
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as unity slowly vanishes, and unreal continues to breed unease in pursuit of the least sound impulses of tim sweeney, i sort of think valve could nigh-effortlessly clean up here and make the world a somewhat better place.
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On Steam, by grinding away doing pointless shit for no reason, you can earn “Trading Cards”. These can be converted into “gems” which are collected in “Sacks of Gems”. The underlying javascript, though, calls them what they are:
barrels of game goo
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You can let a scanner serve as a “strider scanner” which occasionally happens not very noticeably in HL2. What this does is, if a strider doesn’t know where you are and is patrolling, and the scanner scans you, suddenly the strider gives a big scary “whoop” and comes running over because the scanner told it where you are.
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Finally trying the material based radial motion blur from ContentExamples (since regular motion blur is bad at things that spin). Works p well
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in troubled times, it is comforting to reflect on this
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When Weird West got its final patch, it introduced mod support, and includes the First Person Mod that WolfEye got me to finish up after I put out a vid of a much jankier version I pooped out a while back. Here’s a kind of low-energy making-of video that I threw together.
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speaking of target audience (which i just was, somewhere else) when i was ~15 i had to interview someone for a school project so i emailed the questions to gabe newell and one of them was about target audience and he said “it’s hard enough making something good without trying to figure out how to target an audience”
whether that’s a feasible attitude when you aren’t valve is another thing but it remains pretty much my feeling on it and i’m never convinced any of the concessions small time folks make to marketing concepts genuinely yield anything
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just watched back this video i did about soldier AI in half-life 2 years ago and i still agree with it! what a relief
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is probably this part where you return to somewhere you’ve been before that’s a typical rusty spaceship covered in blood but they mix up the palette by filling it with UV light. Refreshing
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It’s the part where they introduce a new named, voiced, modelled and animated character, and he gets this gif’s worth of screen time and is never seen or heard from again.
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haven’t been back in a while, never on my own + with a license. got to catch up with quite a few people, but also a lot of sittin’ around waiting for those opportunities, trying not to get the bad kind of nostalgic. it is beautifuller there than melbourne, i gotta say
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I spent 8 hours on this Jedi Survivor tech test when I was interviewing for a Technical Narrative Designer job there a while back. Got offered the job, but didn’t take it. The test called for “a system to manage the narrative”, plus timed lifts that are easy for level designers to set up, a trap that shoots a projectile from offscreen, etc etc.
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bein a cool little hacker guy
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map by Suzanne Will and I
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it’s massively massively feasibler than ever before for one-person devs/tiny studios to rapidly iteratively make stuff, all kinds of stuff, from the fancy-graphic’d to the deliberately lo-fi, than it ever has been before, with fewer limitations, because of the same tech advancements that are mostly marketed via boring shit like a realistic building exploding or a couple of photorealistic guys punching each other.
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in the famous pre-LLM-bullshit video of Miyazaki where some misguided joker tries to pitch procedural animation as a labour-saving device to, predictably, one of the people on the planet least receptive to it, he is met with (to me) ultra-cathartic disdain. in this post i relate that to the fake art generated by what we now laughingly/resentfully call “ai”
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maybe an hour and a half after max payne quits smoking for his baby’s health, his baby is killed, but true to his word, he never smokes again
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the dev commentary in valve games is so interesting and useful and educative, but their games come out once every 10 years or so and most of the rest that i’ve seen do commentary have done it badly
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I want it to be worthwhile – if you have a decent pitch already that you’ve been being turned down by all the usual people for because it’s 2024 – to throw it up on kickstarter or whatever else as a last ditch “give us money and maybe this can happen, otherwise it won’t”
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i suggested that this photo i took near my house was a screenshot out of unreal engine 5, and many people believed me and were amazed, or didn’t but were unsure, or recognised it as a troll but thought it was a troll on people thinking it was a photo (which it was), or just got confused and annoyed, it was pretty great
but then: somebody spent 3 weeks recreating the photo in unreal engine 5
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The most impressive video game mod of all time is for certain Max Payne: Kung Fu Edition, which, despite being by far the most accomplished Payne mod code-wise and having a ton of custom animations high quality enough to fit in with the rest of Max Payne, was developed by one guy, Kenneth Yeung.
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Years ago, I was making a stealth game in Unreal that I’ve since had to cancel amid circumstances beyond my control. At one point I was trying to make my characters’ eyes nice, and the gold standard for that was (and arguably still is) Half-Life 2. Valve’s Ken Birdwell helped me figure it out.
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I was playing this, and I webbed up an oil tanker that was going explode (this makes it not explode) and Peter goes “geez, if i’d webbed that up a second later…😬” but of course, it would have been fine, they never explode. Nothing bad can happen in this game.
Got me thinking how much more I would enjoy that other game: a version of a spiderman game where you actually have to face consequences for the occasional failure/miscalculation/oversight/fuckup/hard choice. Spiderman movies (and probably comics, whatever, I’m not a nerd) are all concerned at some point with how he is viewed by the community; which is often negatively. I want to have to manage that stuff.
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imo, yeah a little bit? but it’s not much of one.
i reckon the core of imsim is “things are systemic”, they don’t work/not work arbitrarily or case-by-case, and also the world has to be designed as a world, not a level, filled with those systems. this is how you get cool emergent results, and in chaos theory you don’t
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it seems like smaller-to-medium-sized game development often starts from recognising some feasibler-than-it-seems, high-bang-for-buck gimmick or tech thing, with which you can reliably wow people, and then imagining an otherwise small-scope game around that
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You know how when Deus Ex 3 first came out, it had boss fights that you couldn’t get around, you were just forced to fight and kill a guy? And everyone was mad? And later the devs patched in other options, basically one for every style of play you might be into?
Well I’ve decided they were right the first time
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Hi I’m Joe and here’s what I’d do if someone at Valve put a gun to my head and told me to add a new type of Special Infected to the video game Left 4 Dead
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instead of the DLC giving you access to quite a slow motorcycle, which sort of undermines horses and climbing and ends up not being very fun, it should have given you a bicycle
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separate from throwing it. 90% of the potential interactivity of a grenade is collapsed when it explodes
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I mostly ignored Dead Space when it came out, but last year I played the remake and then just recently I finished up 2 and 3 and 3’s DLC, which it turns out (I did not know this) is essential and is the end of the story, and it’s a really good ending. This was a while ago now and it’s really stuck with me. I think it must be the grimmest game ending I’ve seen, super horrible, super good.
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for instance, when we wanted frozen yoghurt, which is delicious, mum thought it was too expensive. but. what if i were to purchase regular yoghurt and freeze it at home? delightfully devilish, mother (this makes an inedible brick)
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once when i was 10 a teacher put me and another computery kid, mark, in charge of helping other kids change their passwords. it was literally “type your new password and press enter” but mark insisted on us pressing enter. wanted the other kids to think it was more complicated
i was like “yeah just type your new password and press enter” and mark got mad and went SSSHHHH. it was real funny
anyway i think of that whenever a recalcitrant or insecure programmer barfs jargon like an octopus inking
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Selling this since a bunch of people offered to buy it. It’s a helper widget I made to help track down expensive lights in UE5. Sorts all the lights in your scene by how expensive they probably are (based on how many shadow casting objects are in the radius, etc).
Also gives you an easy way to directly change properties of LightComponents inside Actors without selecting the actor and then the component.
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Playing GTA4 and thinking about how much a minimap can ruin this type of game. GTA and Red Dead 2 both become whole different games when you turn it off, in a weirdly instantly-refreshing way. In RDR multiplayer, I got a friend to turn it off as we were just riding our horses around, and not even 5 seconds later he went “holy shit”.
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The best way to play GTA4 these days is with DXVK and several mods to fix things which never worked in the PC version, or have broken since, and to make the graphics less bad. Is that the way I just played through the entire game? Haha, no! I set all this up and then played through it on the Xbox because I wanted to be on the couch.
The most interesting thing about playing GTA4 for me now is how particular it is to 2008.
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people aren’t comfortable with their own disinterest in things. they don’t want to make art but they want to want to. they can’t make themselves want to. but that’s not ok with them. but they imagine it would feel good to have made art
i think these people are in a real distressing crisis of identity. they feel like they are supposed to have dreams and ideas and creative urges and they just don’t. they think they want a shortcut to where they’re trying to go, but there’s no such place. but it’s ok to not dream?
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Anonymous Guest asked:
Honest question (as in I’m not just asking this to rile you up)…. why do you think Max Payne 3 has bad graphics? Like, there’s a lot to not like about “the Housers present: knockoff Man on Fire starring Max Payne for some reason” but I genuinely dig it’s PS360 era grime. like sure, it’s not turn of the century photosource texturing but what is?
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and 19 years on from Max Payne 2, it’s interesting to note that while 2 had good graphics, for 3 they decided to go with bad graphics. every project is different
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Decided to do something useful: whipped up a quick Internet Site for all the Unity folks who now want to learn Unreal and don’t know where (or whether) to start because it’s daunting as hell.
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i never played any metal gears besides phantom pain which i didn’t like very much mostly. ground zeroes seems like what i wanted from phantom pain: linear-nonlinear missions with a surprising amount of freedom of movement, in the dark, in the rain, pleasing systems in surprising places, cool smart takes on commonplace interactions. a modern “project igi”. nice. i also enjoy pointing my binocs at something and asking a guy to tell me what it is. that rules and i want to steal it.
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when i was a kid mmos began to exist and my mind was blown by this, but i never played any because there was no money, so my mind was actually blown by its own ill-informed imaginings of what that must be like. i hadn’t even seen any videos. i did not yet understand that mmos have to suck shit.
one day i hope there are mmos that don’t look and feel and handle like garbage. like if it’s a star wars thing i should be able to have an actually-cool lightsaber duel or blaster fight, or run around parkouring on the fuckin cloud city rooftops or whatever. i should be able to emergently recreate the stupid chase scene from the start of attack of the clones. why not. why not.
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Spent some time on a comment to help someone out who was having trouble starting out in Unreal, but it might as well be a post, so here it is:
Unreal is really good, but it doesn’t teach itself well, which frustrates me a lot. Once you’re across it it’s wildly empowering, but getting across it is way harder than it needs to be, so you’re not alone here at all.
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the Apple Vision Pro (???) announcement video is vibeswise identical to every other Big Tech Announcement Video you ever get now – not only totally rancid, but so overwhelmingly rancid that it’s hard to talk about. there’s so much awful so tightly compacted into such a dense ball of awful that pointing out any individual awful aspect of it feels like you’re missing the point. a wonderful defense mechanism
one of the parts that always stands out to me the most, though, is the way these things are always depicting an idyllic but harried life where you’re walking in a park, or spending time with your children, or patting your dog, and thank god that’s not all you’re doing right now thanks to the thing on your face that lets you also do what’s important, which is an email or a spreadsheet. you’re working, but the kid still thinks you’re mentally and emotionally present, so that’s 100% of both of those needs met. nice one.
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as in, “the melbourne writing community” or “the perth gamedev discord” or “the hylian ornithology forum”. all you have to do is use that format to name your website or forum or discord and everyone seems to go with it, as though all of a sudden there is a single canonical “Hylian Ornithology Community” or whatever, that you can be “in” or “out” of.
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on a challenge issued by my discord, i took a photo which was variously modded and photoshopped into max payne
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Couple years ago, I handled the port of Adios, the game about the pig farmer who doesn’t want to dispose of corpses for the mob anymore, to the Switch. It took a week. The Switch is weak as piss, so this is always a little bit of a pain, but the port ended up looking visually pretty good and runs at a solid 30fps, usually at the full 720p in handheld mode. Sometimes it has to dynamic-res to a lower res, but it’s usually not noticeable thanks to Unreal’s temporal upsampling.
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Pirates Of The Caribbean 1 curse. Steal a coin, have a terrible time til it’s all returned. Solid curse. Real nobody-to-blame-but-yourself curse. Easy to lift unless you’ve really gone nuts with your spending, else potentially impossible. Good curse.
You know what’s a lousy curse? Pirates 2 curse. Cursed with a spot on your hand that attracts a Kraken who Kraks on behalf of Davy Jones, himself subject to, and issuer of, a variety of convoluted curses which are weirdly transactional/contractual in nature.
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A while ago I tweeted about Max Payne 2’s character shadows, which were really nice for 2003. Luckily, a couple of Remedy folks who worked on the game saw it and provided scoops:
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@johnnemann asked:
If you could wave a magic wand and have your ideal video game studio to work in, what would that look like? How big, what roles, and what would your job be?
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Anonymous User asked:
say a thought about Dishonored. maybe multiple
Dishonored rules, obviously. Here are some selected thoughts I have had about Dishonored.
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@porglezomp asked:
I remember I originally followed you on Twitter for level design tool review stuff. Do you have opinions on level design tools that should exist but don’t? I always want to hear about tools
i have many such opinions but i’ve spent so much time expressing them over the years that i’ve somewhat burned out on it. being extremely correct is not in itself very satisfying
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Anonymous User asked:
favorite Dishonored level from each game? (I’m the Dishonored Anon I’m only capable of thinking about the game Dishonored)
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So in this game Weird West, you can cut foliage. Like if you’ve got a machete or something you can cut away grass or bushes or whatever, and some of them drop stuff. I did a post about some of that stuff. A little while after ship, I got a bug assigned to me where sometimes, a player will be in a certain level, cutting up foliage, and suddenly they can’t interact with certain objects. Most objects. Including the travel zones that let you leave the level. So they’re just stuck forever.
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More stuff I did on Weird West: the Cooking/Crafting system.
You can cook raw food over a fire or stove, use forges and tanning racks to craft weapon upgrades and armour, smelt ingots from nuggets or melt ingots back down into nuggets, etc. Arguably what I did for this ended up being a little overengineered versus the game’s requirements.
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Here’s something I did on Weird West that I thought was cool: fire propagation across grass and foliage. Lots of stuff is flammable in the game, and there’s a general elemental signal system that handles most of those interactions, but foliage needed some special handling.
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