Still a work in progress. Been revamping the level select screen to be the Sewlar System. The goal will be to track the player's progress by having planet Lovely sewn up and repaired with each level completed.
This is a train station asset created for an unannounced indie title. I can't go into too much detail, but the game is a fun parkour-style version of being a gig-worker for a delivery company! Creating the whole world for this game has been really interesting and challenging at times, as this is the first time I have had to create city-style assets for an environment. This train station is part of a set of blueprints so that our LD doesn't have to individually set each train station up with their own benches, vending machines and the like. Can't wait to be able to show more stuff off from this project
Hey! Welcome to my tumblr! I'm not super active on here yet but I'm working on building up my page! ❤
I'm a Jr Environment Artist @ Radical Forge in the north east of the UK. I've worked on Bright Paw: Definitive Edition and Zombie Army 4: Dead War S3 and S4 DLC maps! I'm also working on some cool projects that I can't talk about yet👀
I love creating stylised, unique and colourful props and environments. I haven't made much personal work recently but I'm working on that!
If you want to catch me on other socials, check out: maramcgreal.carrd.co
For a long time, I have been a hardcore gamer.
No, not that kinda hardcore. There seems to be a common misconception that hardcore gamers are people who play 1 game all their lives and become the best at it. While there’s a case to be made for it, I believe hardcore gamers are ones who play all genres of games and enjoy them. Or not enjoy them. It’s okay to dislike games. But you have to try…
Utilize the Actor Life Span attribute to determine the duration of it's existence. Once the actor has been active for the predetermined duration, it will automatically be destroyed.
On Tuesday I continued with my procedural research. I found the papers I was reading quite difficult to parse which made the experience rather frustrating.
To Do Today
Today I will be starting my implementation. The goal today is to complete all of the preparatory programming and engine work required before implementing any procedural algorithms. For this first Sprint I will be focusing primarily on the locomotion of the legs, and I will be be adding upper-body procedural animations during the second Sprint, which will now be iterating on the first. I will be attempting an Inverse Kinematics implementation.
Hopefully in next weeks blog posts I will be able to provide some visuals that demonstrate the progress I’ve made during this Sprint.
In 2017 I participated in the Spring Unreal Engine Jam and in 3 days I made this hysterical bee game about motherly responsibility. I’m going to remaster and re-release it so if you want to get a first-hand before-and-after, you can download the OG here! It’s really difficult tbh so be warned. You must gather pollen from the flowers and feed every honeycomb at once. After a honeycomb is fed, a bee will spawn after a certain amount of time and it’ll fly off and start its own family and as the now grandmother, you must feed your grandchildren too. The object is to feed have every honeycomb fed at the same time. If the game goes on too long you will be struggling to feed thousands of bees and if they go too long without food, the baby bees will create a singularity that eats the planet because they’re so hungry.
You can get most of my sketchfab assets if you join my patreon! Including some new Ninja themed assets from a series I'm currently working on. You can join from as little as a Robot ($5) but I will tell you Android ($10) tier members get a lot more Including the the pictured ninja assets.
https://www.patreon.com/tacko3D
And Super Battle Droid Members ($25) get the Drip and Swag Collection 2. Which I sell on the Unreal Marketplace for $99 bucks btw.
Thats 20 pieces of clothing and accessories rigged to the Unreal Engine 5 skeleton. With customizable materials and textures to create your own unique look for your games.
Sharing this post is very much appreciated. You have no idea.
Updated the way level transitions work! Before it used to work in a similar way but it wasn't really able to be used to load other parts of the same level and was easily broken by gliding or swimming into it, that's fixed too now!
Npc dialogue stuff is still the same as before so nothing has really changed with that!
There is a new attack I added which can be used anywhere!!
Can we stop having a moan about game engines and get rid of the stigma
So yeah, as a business, Unity had a few misfires this year huh?
Then again, Epic aren't perfect and quite honestly without some serious money (from its users) Godot is not gonna be the saviour everyone is hoping for.
I am pretty sure they are all being used as military training things and other applications you probably don't like outside of games, you jsut don't hear about it as much as one of those three is publically traded and has investors to answer to.
But at the end of the day why do we actually care? If the game is good do we really give a shit?
Look, it is time to put down our weapons in the game engine wars. At the end of the day, you can think about it going to a showroom full of cars. You may get the Lamborghini or the Ferrari but at the end of the day, they are both cars that get you from A to B very quickly its just which one you find the most efficent and enjoybale to drive.
If you are good at what you do, you can make each engine sing.
Both Unity and Unreal can make very pretty graphics in great games run really well if you know what you are doing and what the limitations are (they both have them, I am not gonna even begin to go into the fact most Unreal games need source modifications and then you are locked to a version and yes Unity needs to fix a few of its features and not break things in LTS versions).
We shouldn't go "Made in Unity" or whatever and go "that's gonna be a rubbish game". Genshin Impact is made in Unity and is basically Breath of the Wild, is vastly successful, etc., as is Fall Guys as is Beat Saber as is Pokemon Go. There is also a lot of rubbish, which mainly comes with Unity's poor decision to force anyone without a licence to use the "Made with Unity" logo.
That said, I know a lot of mediocre Unreal games exist (can we bring back Batman: Arkham games please and not force multiplayer into everything) but it has to the potential to make great things. Now, all the stuff you see on socials with "look if that was made in Unreal" probably wouldn't run on your PC or your PS5/XSX. Of course, there are a lot of incredible games made with Unreal as well. I am really looking forward to Callisto Protocol, Bioshock is one of my favourite games of all time. Also yeah I will mention Fortnite because it is a crazy successful juggernaught of a thing.
In a long roundabout way, can we stop caring what tech people used to make a game and judge whether the game is good by its actual content.
I myself got caught up in it a bit, but that was more from a business side and it made me feel super stupid.