Tag: dev scoops
-
Dev Scoops: XCOM/2’s art direction
—
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.
-
edsplash.bmp: a collection
—
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
-
game dev post: Weird West dissolvin’ walls
—
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…
-
my Weird West first person mod is out
—
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.
-
dev scoops: Max Payne Kung Fu Edition
—
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.
-
Dev Scoops: Simulating Eyes in Half-Life 2
—
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. HL2 takes a novel approach: the eyes are not…
-
Dev Scoops: Max Payne 2’s character shadows
—
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:
-
dev scoops: Fire Propagation in Weird West
—
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.