This gallery contains 2 photos.
One of the things I really enjoy about working on Afterdeath is I get to work on programming tasks as well as art tasks – meaning I get to use both sides of my brain on the one project
This gallery contains 2 photos.
One of the things I really enjoy about working on Afterdeath is I get to work on programming tasks as well as art tasks – meaning I get to use both sides of my brain on the one project
This gallery contains 2 photos.
Work began in earnest this week on the Afterdeath storyboards. These help to compose and set up the individual shots as well as checking what assets are needed and how they are going to be used (Eg whether they will be … Continue reading
This gallery contains 6 photos.
As mentioned at the end of last weeks post, the next job on the Afterdeath schedule was the creation of the first Kobie model. There are actually going to be several versions of Kobie, depicting a range of ages; from … Continue reading
This last week has been filled with events and screenings, including X Media Lab Perth 2012 (It’s amazing to think a year ago we sneaked Afterdeath into XML and got some great feedback from the international mentors!)
Although I didn’t quite get as many Afterdeath jobs done as I had hoped, I am happy with the things that did get done
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This gallery contains 8 photos.
Started this week with some serious housekeeping. First off the bat was setting up a 6TB storage server. This houses pretty much everything I’ve worked on over the past 17 years … including a backup of the, now, ~60GB Afterdeath … Continue reading
With the Afterdeath trailer having been posted over a week ago, I though it a good time to write about how and why it was put together as well as a few notes of what I have learnt from it. Continue reading
Finally we have reached the second major milestone and are happy to release the Afterdeath trailer.
The trailer collects together many of the assets and ideas that we have been working hard on over the past five months. It has also allowed us to test some of the designs, tools, and code which will used in the final project. Continue reading
WARNING! What follows may be deemed as fan-boy-ism
This week has been spent working on the soon to be released Afterdeath interactive trailer. So this is a good time to write something about Unity3D – and why it is so great! Continue reading
In 2009, the mash-up parody novel Pride and Prejudice and Zombies was published, and I read most of it with relish. I say “most of it”, because even though Seth Grahame-Smith wove zombies into Austen’s classic love story with great skill and aplomb, when I got to a certain chapter, a single sentence broke the spell to such an extent that I refused to read any further.
I got off the ride. Continue reading