A woman doing her makeup as the camera slowly pulls out to reveal she’s missing the bottom half of her face, a gaping cybernetic maw in its place. A cable jacked directly into a businessman’s skull, sparking and smoking as it fries his brain. An elevator the size of an apartment, crawling up the side of a high-rise towards the sky. These are just some of the fragmented vignettes studio CD Projekt Red put on display in Cyberpunk 2077’s debut trailer earlier this year. As an introduction to Night City, it promised one of the most distinctive game settings since Rapture or City 17 — but not much of its neon-soaked imagery is original. And that’s by design. With this game, CD Projekt Red is drawing from a long tradition, one that — unusually — is named right there in the title: cyberpunk. But what exactly does that mean, and where did it come from? Before “cyberpunk” You can trace the roots of cyberpunk back through multiple … [Read more...] about What is cyberpunk?
New 50 shades trailer
In this blog series, we will go over every aspect of the creation of our demo Book of the Dead. Today, we will focus on our partnership with Quixel, our wind system, scene building and content optimization tricks. This is the fourth blog in our ‘Making Of’ blog series. In case you missed it take a look back at the last three posts that go through the creative process for characters, concept art and photogrammetry assets, trees, and VFX within Book of the Dead. Hi! My name is Julien Heijmans, I work as an Environment Artist as part of the Unity Demo team. I only joined Unity last year, but I have around 7 years of experience in the video game industry. This blog post will provide you some insight into the production of Book of the Dead from my perspective, the perspective of a content creator and an environment artist. I am kind of new in the work of photogrammetry assets, but I remember clearly the day Quixel announced the creation of MegaScans several years ago. Ever … [Read more...] about Book of the Dead: Quixel, wind, scene building, and content optimization tricks – Unity Blog
Thursday has lots to offer, and I'm not just talking about the special deal your local buffalo wings place does. To make sure you're getting the spiciest news from the world of entertainment, we've sifted out the filler and brought you all the killer. Welcome back to Westworld There are new shots from HBO's Westworld season 2 to dissect, and one of the most startling stills shows off robot cowgirl Dolores' new look. We're talking a Queer Eye level hair and wardrobe reboot. You can see all the latest shots here here. Detroit: Become Human gets a release date, is apparently very bendy Quantic Dream's controversy-attracting android adventure will be released on PS4 on May 25. "Detroit is by far the most ambitious title ever created by Quantic Dream," says creator David Cage. "With this game, we wanted to push our limits by creating the most bending game we have ever made." Battlefield 5 will be out later this year Expect big news from EA when we … [Read more...] about Daily NewsRadar: Dolores is almost unrecognizable in new Westworld, bendy Detroit: Beyond Human’s release date, Battlefield 5 is coming, and more
The first time Taylor Kurosaki and Bob Rafei saw a running PlayStation, they were in a Las Vegas hotel room. It was the 1995 Consumer Electronics Show. They, along with the company they worked for, Naughty Dog, were being given a behind-closed-doors look at Sony's first foray into the game console industry. When they describe the event now, they use words like "inspiring" and "enthralled" and phrases like "blown away." They didn't know it at the time, but the members of Naughty Dog in that room — Kurosaki, Rafei and co-founders Jason Rubin and Andy Gavin — were looking at the system that would host the team's next game: Crash Bandicoot. They were seeing the console their company would eventually create the unofficial mascot for — the console they would develop Naughty Dog's first smash hit for. It was Kurosaki and Rafei's second day with the company. Naughty Dog released Crash Bandicoot for Sony's original PlayStation in September 1996. In it, the team took an old … [Read more...] about Crash Bandicoot: An oral history