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I am Daniel Burchinal, and I create all of the Rigs and Animations that are a part of Fourth Axis, and our current project, Bug-Scout. Today I’m here to bring another Game Design Close-Up to our fans and the public, for our game in progress, Bug-Scout!
The topic that I am going to be talking about is the implementation of NVidia’s Cloth PhysX plug-in for Maya LT 2016. When it came to needing realistic movement for our net within the game, I figured on trying out the tool in order to see if the results matched the look we wanted in Bug-Scout. The nice thing about the tool is that the workflow is designed to move from 3ds Max or Maya directly into Unreal, and the physics created is still able to be manipulated; as well as able to retain a hard edge look to match our artistic style. If anyone out there has tried this Plug-In from Nvidia for their own work, or would like to learn about how I approached it for our game Bug-Scout, I hope this Close-Up provides some insight on how get realistic cloth physics within a game.
It’s RickyD, programmer/level designer at Fourth Axis! I program all aspects of the game in Unreal Engine with blueprint, and I sculpt, paint, and populate the world. Anywho, we’re back again with a Game Design Close-Up for our game in progress, Bug Scout!
I want to write a bit today about a process that I have been thoroughly enjoying: concepting. I want to note that Fourth Axis does not currently have a dedicated concept artist, so our approach is slightly unique when compared to a typical studio. I hope this Close-Up provides some insight on how to begin making a game and shows you how to share your idea with other people, like artists, programmers, and possibly gamers.
Bug Scout should seem fairly unrecognizable today from where it first began. We have only been in development for a little over a month, but it all started with one image:
I’m Chris, lead artist at Fourth Axis! We are currently working on the indie game “Bug Scout”. Being lead artist means I wear a lot of hats! I do texture work, models, build materials, and create tools that speed up the level design process.
We, Fourth Axis, hope to share some of that magic with you in these small posts, giving general or specific breakdowns of our own process, so that we can all learn together.
This week, We’d like to focus on materials.
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