Hungarian production designer.
Great news, thank you!
Stairway to Heaven.
Great work Rob!
Have a nice week Rob!
Imagine water, streaming down between the neon-doors. Eerie cold.
You can despise EA, but indie and major game companies are not the same things. EA has certain obligations it has to fulfill, like commissioning the DVD production, and puting the same game on the shelves at the same time on the whole planet. Several hundred thousands, millions of people are waiting for an EA game, hence the souless marketing angle really pushing the corporation. Heck, they spend tremendous ammount of money on each game.
And here is an important point: The developers (usually) are guilty in every EA controversy. Development is an industrial endeavour, and a major studio must be able to organize the production adequately.
I must admit EA does ****** things, and in some cases they are a very controversial company. I was acting as Devil's advocate here.
Man, I loved Mega-lo-mania, that game needs a reboot.
Oh my, that pommel to the neck must have hurt a lot. Nice reference guys!
And good luck for the campaign!
Will you implement this lightly-armoured variant in the game? Or the armor plates cannot be separated from the padding? Just because this look is great too! I could belive this soldier is more agile and nimble than his fully armored, but better protected counterpart.
Looks like it is designed to absorb and withstand incoming projectiles.
Bloody well done! This suit is getting ready to be considered as an armored vehicle encompassing a human operator. :)
Question: Would you like to have various paint schemes on the faceless mask?
I am in love with this sallet! Favourite piece of armour since Disney's Hunchback of Notre Dame. :) By the way intresting, how the focus is on the mace, wonder why. :)
Bravo! Now this is the SWAT I have allways wanted to play!
Fantastic Rob, thank you for this update! My God man, those decks are shuffling together nicely!
Good job! First I thought, any drill sergeant would shout this fellow's head off of his shoulders for this lumpy exercise, but then I thought, it couldn't be that simple to drag yourself up in a heavy combat suit. So I like it a lot.
Nice work! Very lush.
Good! I didn't think the location of the debris would give away something, but Tally-ho! Here comes the explorer.
What happened to the dome? Did it rupture so it caved in, or did it explode, and the debris flew outwards?
The perspective is a bit off, but the aerial perspective is a really nice touch, gives weight to this mech (by the way drop shadows give full weight though). Anyhow the design is great. The overall design and the parts are having the attention of a true mechanical constructor's mind. Lots of interesting desing elements: traces of cold-forging, nice hydraulics, gears, panels etc, while having a unique sci-fi appearance. That is why your designs are so lovable.
Those moves man!
I see. Arma needs procedural maps beyond the actual map. Joking. :) Have a nice week Goat!
Another quick idea for the peninsula-argument. What if the water underwashed the whole structure of the furthermost west cirlce? So you could place it diagonally, thus from the second to left circle the road would slope downwards into scenic ruins.
So this method would spare several meters for you in horizontally. Moreover you don't need the remove the east circle, however you basically got rid of the west counterpart. And it even makes an interesting landmark for mission makers. We are talking about an abandoned city, right? :) I understand the hills would be still a bit of a problem. But now the production designer, and the dilettante mapper speaks from me as I have never built anything in Arma 3
Can you walk on the top of the middle tower? I can't really tell, but it seems as you could see beyond the west hills as you were standing atop the tower. So you could see "the vast feauterless meadows".
I see, thank you!
1st.: Even if you would delete the far left circle, you should leave the right outermost, you'd still have the cross-layout.
2nd.: Sounds good, but what if you create a beach on that left side as well? As if this map were a peninsula.
Here is a quick sketch using your image. The white lines at the coast could be cliffs, Like here:
I rush to add, I love the crater-like deformation of the surface, and I am pretty sure the shape is important for the lore. And the islands are looking great too!
Looking good! My man! Youtube.com
By the way the far left circle is pretty much at the edge of the map. How much space is there between? Seemingly that circle will be richly detailed as the others, however it's placement that close to the edge will determine the possibilities of the mission-makers. Especially if they want to use flying units. What do you think? You probably had these conversations with others, sorry if I force you to keep repeat yourself.
Haha, you know what would I choose. :) By the way, I really welcome this cutaway designs. Although I am not a manga or anime fan, the japanese mechanical designs came to my mind, like Shoji Kawamori's, or Kimitoshi Yamane's works. It is Always good to observ the complex mechanical operations, and the scene where your mech got pieced together, was fascinating. Oh I wanted to show you, regarding an old conversation we had on sound effects. An F22's takeoff. Not only the sound is interesting, but the hatches and the steams are also a nice "touch" Youtu.be
Now that is a must have! Bravo!
Thank you for this article Goat!