i have so many plans for an open world game inspired from breath of the wild my game is called Legends of Aciria and i really need help plz i need a team. i can do the ideas and much more i just need help with making an open world i have no experience in 3d modeling and landscaping and all that stuff i tried using unreal engine but i was a total noob so plz help me i drew a main character design and everything plz... … [Read more...] about Can somebody help me model stuff and make a cel shaded open world game?
Character 3d model
Koei Tecmo published some artwork and screenshots for Atelier Lulua: The Scion of Arland, revealing more new characters. The game is a sequel to the Atelier Arland trilogy, with heroine Lulua being Rorona’s daughter. The first character is Piana, a talented alchemist who was trained by Totori and now, in turn, acts as Lulua’s master. She’s a serious person and a good teacher, but also has a mischevious side to her. She tends to hand out difficult assignments to her pupils to tease them. The second character is Christoph Aurel Arland, nicknamed Aurel, who’s rumored to be an extremely talented swordsman. He’s an adventurer in Arland and has a cool and serious personality. He never misses a chance to help someone in need, and earnestly trains every day, aiming to surpass a certain man. Returning characters from Atelier Rorona, Totori and Meruru were also teased. You can find all the screenshots, artwork and 3D models below. … [Read more...] about Atelier Lulua: The Scion of Arland’s Screenshots Show New Characters
GOOGLE is adding 3D visual directions to its 360-degree map of the real world to ensure you never get lost again. These augmented reality graphics will include real-time walking directions, points of interest, and a helpful animal guide – like the cuddly critters you'd find on that other AR app, Pokemon Go. The feature combines your smartphone's camera view with Google's Street View and its GPS-enabled Maps app. All you'll have to do on your end is fire up your smartphone camera and follow the visual markers overlaid on the real world around you. The feature could easily overcome one of Maps' biggest problems for users: finding your bearings. We've all been there – you're in search of a new location, and you end up getting lost despite constantly looking at the blue dot in the GPS app for help. But with Google's AR street signs, arrows, and visual markers, the stress of finding your destination could soon be a thing of the past. “GPS alone doesn’t cut … [Read more...] about Google Maps will use 3D visual directions in Street View to tell you where to go
There are over thirty flyable ships in Elite, and every one has a distinct personality. These craft are the real stars of the game, and the thing every commander aspires to—whether they’re an explorer, trader, bounty hunter, or pirate. But how are they built? It’s something that has always intrigued me, how an idea makes it from someone’s mind to a spaceship that can be flown in-game. So I asked Frontier how it does it, focusing on the latest ship to be added to its growing space garage: the mighty Chieftain.“The Thargoids have returned,” says Sandro Sammarco, lead designer of Elite Dangerous, referring to the mysterious aliens that have been tormenting pilots across the galaxy. “And their arrival has inspired the Alliance to build a war fleet, including a new ship called the Chieftain.” This combat-focused ship is manufactured by Lakon, most famous for its Type-9 freighter. It shares some design elements with that ship, but is a very … [Read more...] about From rough sketch to final model, here’s how Frontier designs the ships of Elite Dangerous
The Gamasutra Deep Dives are an ongoing series that aim to shed light on how specific design, art, or technical features within a video game come to be, in order to show how seemingly simple, fundamental design decisions aren't really that simple at all. Check out earlier installments, including creating drama through a multitude of simple tasks in Bomber Crew, or maintaining player tension levels in Nex Machina, and achieving seamless branching in Watch Dogs 2’s Invasion of Privacy missions. Hello friends, “Big dreams yet limited means” could be the motto of pretty much all indie teams out there. It certainly was mine when I began work on our first steam game, Dead Cells, here at Motion Twin. My name is Thomas Vasseur and for one year, I was the only artist on Dead Cells, designing and animating every aspect of the game. I was in charge of the Art Direction, characters, monsters, … [Read more...] about Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells