hey hey,
this is just a small goody UDK scene made by Sebastian and me...nothing really special just posing our characters and fill a small scene with some props...I wanted to post this sooner but I was too busy...
Hope to hear some updates about your careers guys! Good luck to everyone for the future!
Monday, October 25, 2010
Tuesday, September 7, 2010
Installer Download and World Cyber Games
We've finally uploaded the current version of the installer at filefactory.com and filedropper.com. So, feel free to download the final prototype.
On last weeks sunday we've showed Last Exit at the WCG during the IFA in Berlin. Fortunately there had been a delay, so the room became pretty crowded due to the lottery that was supposed to happen after our presentation.
Unfortunately the host of the WCG realized during the presentation of our prototype, that within the audience were a couple of underaged, which are not allowed to see a 3rd person shooter. Welcome to german law ...
Due to this, we had to end our presentation quite soon and Dan and myself rushed from the tribune to inform one of the Games Academy associates, while leaving Roman all alone to carry away the presentation PC.
In the end we had nice little chat about the USK and who's actually to make responsible for all of this.
The presentation itself went very well, regardless of the its ending.
On last weeks sunday we've showed Last Exit at the WCG during the IFA in Berlin. Fortunately there had been a delay, so the room became pretty crowded due to the lottery that was supposed to happen after our presentation.
Unfortunately the host of the WCG realized during the presentation of our prototype, that within the audience were a couple of underaged, which are not allowed to see a 3rd person shooter. Welcome to german law ...
Due to this, we had to end our presentation quite soon and Dan and myself rushed from the tribune to inform one of the Games Academy associates, while leaving Roman all alone to carry away the presentation PC.
In the end we had nice little chat about the USK and who's actually to make responsible for all of this.
The presentation itself went very well, regardless of the its ending.
Friday, August 27, 2010
Wednesday, August 25, 2010
Main theme
Here's our main theme, composed by Raphael Benjamin Meyer.
He also made a nice video.
So check it out!
He also made a nice video.
So check it out!
OMB Run Cycle
Here's the Run-Cycle for the OMB, well it's more like a Walk-Cycle.
It's not really in-game since we decided to drop the end-fight and do an in-game cinematic.
It's a bit overdue, but we all were at the gamescom in Cologne last week and polished the prototype until then.
It's not really in-game since we decided to drop the end-fight and do an in-game cinematic.
It's a bit overdue, but we all were at the gamescom in Cologne last week and polished the prototype until then.
OMB Run-Cycle from Roman Ochsenfahrt on Vimeo.
Monday, August 23, 2010
Birdy Render 2010 - by Grafixilva - grafixilva.blogspot.com |
Thursday, August 5, 2010
Ambropharm: We care for your welfare
Tuesday, July 27, 2010
Soldier Render
Sunday, July 25, 2010
It's Crunshing Time
We're working really hard to get this game done, like 14 hours a day.
Everyone is doing a great job, well, except for Gil.
He keeps talking about all this weird stuff and Philipp thinks I don't have any sense of humor. This will show him, HA!
So stay tuned for a really nice looking and fun game.
Everyone is doing a great job, well, except for Gil.
He keeps talking about all this weird stuff and Philipp thinks I don't have any sense of humor. This will show him, HA!
So stay tuned for a really nice looking and fun game.
Sunday, June 27, 2010
Sneak peek of post-apocalyptic
Soooo... we got another appetizer for you, a little walkthrough of our Greybox wip.
David Lüscher our level designer, is working hard to put more life in our level and to make it sweat! He's doing a great job so far and we all are looking forward to more changes coming in the next 2 weeks.
enjoy!
David Lüscher our level designer, is working hard to put more life in our level and to make it sweat! He's doing a great job so far and we all are looking forward to more changes coming in the next 2 weeks.
enjoy!
Who Dares Wins
Our Ranger (a former SAS member) is coming to life.
His gun is already ready for duty. Gil modeled and textured it the concept is a colaboration between Philipp and Gil. Its a semi-automatic carbine with 4x scope, a silencer and high impact. It will be the weapon with the longest range and highest accuracy in our game.
As always we tried to stay close to real weapons and designs to support the believable post-apocalyptic feel and keep authenticity in our designs. Due to his weapon the Ranger will try to stay at range and annoy the player with precise single shots.
Heres the pipeline:
[placeholder for final UDK render]
So the Rangers design is finished so far, except for the color scheme and the modelingsheet is still a wip. His look is more "professional" compared to the other characters. Because of his background he has as a former SAS member in pre-apocalyptic times, he wears equipment and clothes a special force soldier is used to and tries to protect himself from contamination as good as possible.
Here you go:
His gun is already ready for duty. Gil modeled and textured it the concept is a colaboration between Philipp and Gil. Its a semi-automatic carbine with 4x scope, a silencer and high impact. It will be the weapon with the longest range and highest accuracy in our game.
As always we tried to stay close to real weapons and designs to support the believable post-apocalyptic feel and keep authenticity in our designs. Due to his weapon the Ranger will try to stay at range and annoy the player with precise single shots.
Heres the pipeline:
[placeholder for final UDK render]
So the Rangers design is finished so far, except for the color scheme and the modelingsheet is still a wip. His look is more "professional" compared to the other characters. Because of his background he has as a former SAS member in pre-apocalyptic times, he wears equipment and clothes a special force soldier is used to and tries to protect himself from contamination as good as possible.
Here you go:
Wednesday, June 9, 2010
OMB Idle Part 1
Hey everyone,
A part of the Idle Animation for the OMB is done.
There will be a second one, a little more subtle, and this one will be played randomly instead of the hopefully soon to come second one.
Hope you enjoy it.
A part of the Idle Animation for the OMB is done.
There will be a second one, a little more subtle, and this one will be played randomly instead of the hopefully soon to come second one.
Hope you enjoy it.
OMB Idle Watch 1 from Roman Ochsenfahrt on Vimeo.
Monday, June 7, 2010
Soldier sculpting finished
Friday, June 4, 2010
I got some bullets for you
Hello everyone,
you've surely noticed the Character two posts before by Marco. Well, an assault character needs something to assault with, eh?
So, there you go:
The weapon is designed by Philipp Dege, who used a Kriss Super Vector .45 as the main reference. Therefore it is going to be a SMG. The modelling and texturing will be done also by Marco Gromöller whose currently working on the retopology of the before mentioned character.
you've surely noticed the Character two posts before by Marco. Well, an assault character needs something to assault with, eh?
So, there you go:
The weapon is designed by Philipp Dege, who used a Kriss Super Vector .45 as the main reference. Therefore it is going to be a SMG. The modelling and texturing will be done also by Marco Gromöller whose currently working on the retopology of the before mentioned character.
Monday, May 31, 2010
Soul TakeOver
Hi everyone,
I'm Roman Ochsenfahrt and I'd like to show you two of my animations I did for Last Exit. It's the Soul-TakeOver animation which will be played after the successfull take-over of a NPC.
The animations are just 3 seconds long due to gamedesign reasons.
The Rig I used is from Denny Lindberg and modificated a bit by me, the character is from Epic-Games.
I hope you enjoy it.
So here is the first one:
The second one is a derivation from the first animation without the weapon:
I'm Roman Ochsenfahrt and I'd like to show you two of my animations I did for Last Exit. It's the Soul-TakeOver animation which will be played after the successfull take-over of a NPC.
The animations are just 3 seconds long due to gamedesign reasons.
The Rig I used is from Denny Lindberg and modificated a bit by me, the character is from Epic-Games.
I hope you enjoy it.
So here is the first one:
The second one is a derivation from the first animation without the weapon:
Wednesday, May 19, 2010
The Soldier
Friday, May 14, 2010
Construction Kit
Here is an example of our construction kit for complex and detailed buildings. This will be the s-bahn station Jannowitzbrücke. The main advantage of creating the complex buildings like this is that we can use the parts for other purpose like integrating them into piles of debris or placing them as single debris in the level.
(by Andreas Beer)
(by Andreas Beer)
Wednesday, May 12, 2010
Berlin Skyline
OneManBunker under construction
The Modelsheet (by Philipp Dege) is finished for production and the model is now under construction (by Mirko Widmer). First a rough base mesh was done for our animator (Roman Ochsenfahrt) to build in the rig. And Mirko has started to work on the high poly mesh.
The Autocannon on the shoulder is still a place holder and will be concepted and modeled later.
modelsheet:
base mesh:
high poly mesh:
The sculpt for the pilot is finished and is waiting to get a retopology (building a low polygon model on top of the high poly) to be ready for texturing and importing into UDK.
The pilot is an older and experienced Captain of the mercenarie gang. His body isnt as strong as in his younger days, but in combination with the OMB Exoskeleton and his strong mind hes a tough one. The Exosuite itself is a former construction working machine, customized for combat, with an attached mount for a high caliber autocannon.
Apache sculpt (by Mirko Widmer):
The Autocannon on the shoulder is still a place holder and will be concepted and modeled later.
modelsheet:
base mesh:
high poly mesh:
The sculpt for the pilot is finished and is waiting to get a retopology (building a low polygon model on top of the high poly) to be ready for texturing and importing into UDK.
The pilot is an older and experienced Captain of the mercenarie gang. His body isnt as strong as in his younger days, but in combination with the OMB Exoskeleton and his strong mind hes a tough one. The Exosuite itself is a former construction working machine, customized for combat, with an attached mount for a high caliber autocannon.
Apache sculpt (by Mirko Widmer):
KR4D - Attack Bike
One of our "hero"-assets that will be placed in a camp build by mercenaries. Its an oversized attack bike that is droped in supply containers with all the other equipment. The Mercenaries secure and salvage the supplies in the canal and set up camp there.
We try to tell as much story through the enviornment as possible. So more assets and details like this will come later and will surely look cool, too.
The KR4D is created by Gil Salvado and he will fully model and texture it.
Wednesday, April 21, 2010
Our Flyer
Sunday, April 11, 2010
The final silhouette of our elite enemy. It was supposed to be a boss, but we decided to let him be "just" a guy in a powerfull exosuite. So he will not be much bigger than the other npcs but he will still kick ass. His creation process will continue when the illustration and modeling sheets are done and he will be modeled by Mirko Widmer.
Enjoy, and see you soon!
Wednesday, March 31, 2010
The mood of 2045
Hi everyone,
my name is Gil Salvado and I'm a member of team Parasite, one of the teams 3D modelers.
Today I would like to show you a first image by our concept artist, Philipp Dege begin_of_the_skype_highlighting end_of_the_skype_highlighting, of how this game will look like. Enjoy and stay tuned for more!
The games setting is a dark post-apocalyptic version of Berlin.
The actual level will be placed in the dried out Spree channel around the Jannowitz bridge in Berlin Center.
my name is Gil Salvado and I'm a member of team Parasite, one of the teams 3D modelers.
Today I would like to show you a first image by our concept artist, Philipp Dege begin_of_the_skype_highlighting end_of_the_skype_highlighting, of how this game will look like. Enjoy and stay tuned for more!
The games setting is a dark post-apocalyptic version of Berlin.
The actual level will be placed in the dried out Spree channel around the Jannowitz bridge in Berlin Center.
Welcome to your Last Exit
This will be our new home for keeping everyone up to date
on the progress we are making with the game.
Everyone in Team Parasite will be added to the list of authors
for this blog in the coming weeks.
So don't worry, you'll get your chance to post. So long for now...
on the progress we are making with the game.
Everyone in Team Parasite will be added to the list of authors
for this blog in the coming weeks.
So don't worry, you'll get your chance to post. So long for now...
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