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#blocktober?
Looks cool!!! -
Lol some dude with Hawkeye in his twitter handle just called me a homer.
#Blocktober#LivingInYourHeadSpace#Saltyyyyyy -
If you call someone you don't know "chief" you just joined the block party, default setting.
#Blocktober https://twitter.com/ffaiqhaidar/status/1223251994317471744 … -
I'm now adjusting shapes and lighting to try a composition that improve the contemplative aspect of this
#leveldesign#indiedevhour#Blocktober#GameDev#madewithunreal#UE4#indiedevpic.twitter.com/NFvNKtjitH -
Blocking out some new guns. It's always good to have some big shape changes in the animation, and what better way than by rotating the whole thing 90 degrees!
#screenshotsaturday#Blocktober#indiedev#gamedev#animationpic.twitter.com/H6BitN6BaUPrikaži ovu nit -
Almost forgot to participate in
#Blocktober Here's a shot of Manifold Garden in the editor vs in the final game pic.twitter.com/J89VlOlUcU
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I am not a mapper but I would still contribute to the end of
#blocktober! Presenting Source Editor, a modern, fully integrated editing suite for Source 1. This is in *very* early development and won't be a focus until our next project, but I would still like to showcase it. pic.twitter.com/8Yh2OUFrnG
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As its last day of
#Blocktober here is the original doodle of the final key art, a very rough palette test and the final thing.#ImpossibleLairpic.twitter.com/PVV3C87ngb
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It's the final day of
#Blocktober so we have a treat for you! Designer@SuperLuigiBroos let us steal some#ImpossibleLair Overworld passes, with some design insights for good measure. Find them in this thread!#GameDevpic.twitter.com/M3uPelsYpzPrikaži ovu nit -
Final
#Blocktober post. More shots from the brewery layout intended to be gameplay, but wound up in flashback cinematics. It shows my OCD iterative process with 8 variations of the same interior layout.#DaysGone#PS4#LevelDesign#GameDev#GameDesignpic.twitter.com/QJEaRNAfAt
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Screens from the old brewery layout that was intended to be gameplay, but eventually wound up in just the flashback cinematics.
#DaysGone#PS4#Blocktober#LevelDesign#GameDev#GameDesign@BlocktoberLDpic.twitter.com/SrB4bblE21
Prikaži ovu nit -
Next stop on our
#Blocktober adventure is Whittleton Creek! Here's a before and after shot of the little suburban neighborhood.#gamedev#dkgame#HITMAN2pic.twitter.com/EltHvmH4Xe
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Here's a before and after shot of our Hantu Port Sniper Assassin Map for
#Blocktober!
#gamedev#dkgame#HITMAN2pic.twitter.com/O56duajsSu
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Little
#ModernWarfare#Blocktober of destructible doors, "What Door?" pic.twitter.com/42TEuBrGny -
Epicenter had the most iterations! The entire map was snowy originally, but it was the Art team that pushed for environmental storytelling that the explosion caused the snow. That idea became the center point for the map's visual language afterward.
#Blocktober#ApexLegendspic.twitter.com/L1pi0wqPHX
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New concept art for the
#ModernWarfare 2v2 map we built out for#Blocktober.
@thorsten_denkpic.twitter.com/3PfjKYdrjz
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#blocktober part 2! Here is the before and after of our map, Hideout. Fun Fact: this particular area was inspired by the biographical war movie, "13 Hours: The Secret Soldiers of Benghazi"#Gamedev#indiedev#blocktober2019#insurgencysandstorm@BlocktoberLDpic.twitter.com/dL6RmwYrQG
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For
#blocktober I wrote in-depth on how I designed Kine. I crafted a complete game, then scoped it up & crafted a larger complete game, then scoped it up again, etc. The footage at the end of phase 2 is the prototype that landed an Epic exclusivity deal. https://www.unrealengine.com/en-US/tech-blog/from-blockout-to-launch---a-behind-the-scenes-look-at-kine-s-level-design … -

It's #blocktober! Here's the early, or "blockout" stage of level design for our newest map Hillside, versus the final look!
#leveldesign#unrealengine4#gamedev#insurgencysandstormpic.twitter.com/7YIEd10RwL
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