Lets try something new:
I'd somehow forgotten about my awesome lambert lighting workflow, its so fast, I love it!
Plus it looks so gorgeous its almost a shame that all that colour gets absorbed by the textures in the final render.
Sebastian to jump on it and conjure up some details for the top of Leonard's skyscraper, with limited time he managed to generate some models, and faithful Ryan completed the task admirably with textures, prop placement and cleanup.
Richard Lemarchand, a great game designer whose words made into into my dissertation, recently left Naughty Dog after working on the Uncharted games. He's gone to teach, travel, and make experimental games. I want to go with him.
The guys at Digital Domain made a making of for real steel and the use of Vray renderer in it. Its really cool, some great breakdowns, and a lot of talk about the est features of Vray, makes me wish mental ray had them.
Creative director at Irrational Games, Ken Levine always has interesting things to say about writing for games, mostly because they way he writes for them work so well with the medium, despite coming from a cinematic background.
I still can't quite believe several things about this trailer. Firstly its running on proprietary technology, secondly that its realtime, thirdly that it was made by 2 people, and lastly that the game its promoting actually sounds legitimately interesting. Very very exciting.
Also legitimately exciting: when people who write interesting things about games fling down their pen and exasperation and go and make them themselves. Nels Anderson wrote a great blog and now he's a gameplay designer at Klei working on Mark of the Ninja. Which looks like an awesome, intensional stealth game, where all the games systemic elements are visually represented to maximise player understanding and agency.