Insane · Anomaly
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It's our own format, specific to the Spark engine. I think we released the specs to the .level file format a while back - you could always try e-mailing Max.
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The screen space reflection shader as it currently exists in NS2 is an early test implementation, and it ain't a pretty sight. There would be more work required than simply turning it on.
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Thanks for playing!
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It happens. It can be really hard to predict what the news sites will and won't respond to. They're certainly not desperate for NS2 news, it's just that those stories happened to fill a particular gap on that particular day, or hap… -
Wonderful questions @Hoth_Skull!
I'm going to answer these without reading my colleagues' answers, so I apologise if I cover the same ground, … -
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"Spark 2.0" is more of a community moniker, it's not really a term we use internally. But we've been working on a new project that uses the Spark engine for a while now. We brought it up when Subnautica was announced because people… -
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I can't really go into much detail at this stage, but we've already streamlined the art pipeline substantially, and we're actively working on improving it further. That's likely going to be one of the areas we'll be particularly in… -
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Yeah, we have talked about it. For the next Spark project want to get something in the hands of people outside the studio as soon as possible (although we don't yet have a timeframe for that).
Personally I don't expect … -
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I see where you are coming from, but there are two main reasons that the outcome is not as clear-cut as spending the same amount of time/money on adding a new level.
The first is that a level is a relatively self-contai… -
Since you guys are collecting references, I thought I would share some 200-odd reference images I collected while working on Derelict. I apologise for the lack of a…
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Nope! I stopped working on Derelict to work on Biodome and then Eclipse, as well as taking a break to get married and go on honeymoon. As far as Subnautica goes, I'm not working on that project, and it didn't really factor into the… -
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This was more of a starting point. I wanted to start out with something I knew was feasible and then iterate on bringing in new layout ideas with the help of the map testing team. The advantage of keeping it in greybox during that… -
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It's usually a combination. The stairwell and the nursery were preliminary works to determine tone and atmosphere, while the garage was a direct paint-over of a screenshot of the greybox. Had the project continued, we would probabl… -
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Bump!
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On the contrary, underwater lava is a reasonably common occurrence at rift zones.
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Some very nice-looking work here! It's great to see that the Eclipse art set has been useful/inspiring for quite a few of you.
My main critique is that the lighting could probably use more contrast, and that you should be careful not to … -
Okay! (Assuming I remember this correctly.)
The effect is called Sonoluminescence. Like a lot of those "Awesome Facts!" lists, they've oversimplified things a little; there's a relatively decent rough explanation for how it works, and a … -
Extruding is a perfectly reasonable way to start your greybox, so don't worry about that. As time goes on you are probably going to want to separate pieces of geometry out, so that you can double-click select them without selecting the entire level…
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Necroing a thread just to insult the OP is not cool.
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what is this how do i even
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Overarching goal is a pretty vague way of defining what a game is as well. Our overarching goal here is for the player to have fun. Does that make it a game? I don't really think it matters.
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I would like to award this objective review site an objective score of 9.458.
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All of our level design team are offsite, mostly scattered around the UK. We use Campfire, Google Talk, e-mail and sometimes Teamspeak to coordinate and keep in touch. We've been doing this together for a few years now, so we've se… -
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Our process tends to change over time as requirements change, but I'll try to sketch something out that will hopefully be helpful to you. Pretty much every map has had more than one designer working on it at some point, often two … -
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Unity has its own deferred renderer. The issue is that it doesn't do semi-transparent objects so we have to use the forward renderer for those. Unity makes it quite easy to set this up.
I don't know what the current pl… -
Wow, I'm impressed with how instantly recognisable this is! Looking forward to seeing more.