I've been going around as a writer, but started getting drawn into Concept Art and 3D modeling. I'm currently finishing my studies as a 3D artist and will then be let loose on the world. Beware!

Comment History  (0 - 30 of 3,071)
SinKing 5hours 2mins ago says:

Syringe made from metal? Hmmm, HMMMM?!! That thing looks like a flashlight, an engine piston and three metal spikes mashed together. It looks really sci-fi and doesn't fit with the rest of what I see. Was it made for the game or is that someone's model that you are re-using now?

I like how the watch displays the players. It doesn't really make sense, either, but it's a nice way to get rid of some HUD info and put it into an interactive device. Any plans to turn it even more into a "smart" watch? These things are really quite cool in real life and can help you survive,

+1 vote     article: Delay Notice
SinKing 17hours 18mins ago says:

Why did I have to think about South Park first, whyyy?

Will there be "cat enhancements", e.g. better vision in darkness, impossibility to receive fall damage ^^, etc? I also think you should have a night map and brawling for territory with other cats. I don't know, perhaps the game has such features planned anyway, I'll have to check.

The jump animation needs some easing in and a bit of weighting to give the feeling of momentum. At the moment the jumping looks a bit like playing a platformer game.

+2 votes     article: Oculus Rift, Co-op, T-Shirts and more!
SinKing 19hours 32mins ago says:

He's wearing his red shirt and the brown pants!

+1 vote     media: NO RETURN V1.13 Dev Build Screenshot
SinKing 19hours 33mins ago replied:

Well - I haven't downloaded the Beta, so I can't test it. I think you chose a difficult engine for an open-world game, because Unreal 3 was not really great at rendering wide open spaces. Cryengine is better for that, but it's a pain in the *** to work with. So my complaints are only about things that really bother me and stick out.
The procedural gras looks a bit too scattered, typically for Unreal. I'd maybe just try to have a better ground texture and use gras patches only in certain locations. After all, you have a lot of pines or whatever those trees are called. There isn't a lot of gras below these trees in real-life, either.

Why don't you make a real video sometime soon? I'd like to see the game in action. Then people can decide to download the Beta more readily than from just screenshots.

+1 vote     media: NO RETURN Development Images
SinKing Sep 6 2014, 8:44am says:

These sharks are damn fast, I guess the first guy will die a lot, just so the others get warned. The sharks are almost like some kind of stealth predator. I know there are defensive measures (used at e.g. underseas excavation sites), such as pierced tubes that evaporate bubbles of pressurized air from the ground. Sea animals hesitate or simply don't penetrate that invisible curtain. Stuff like that could be useful in order to strategically plan a getaway.

I also like the new Logo, Very sharkey.

+2 votes     article: Just when you thought it was safe to go back in the water...
SinKing Sep 6 2014, 8:00am says:

Interesting! How on Earth do you develop PSP/Vita games? Do they have a software development kit? That's awesome and good luck!

Tracking this game now!

+1 vote     game: Angus hates Aliens
SinKing Sep 6 2014, 7:58am replied:

What ideas? Concussion grenades are already in use and as much scifi as a Diesel car. Maybe you wanted to say "designs"?

+1 vote     media: And MA7 Offensive Concussion Grenade
SinKing Sep 5 2014, 9:13pm says:

That's an even cooler view than the top-down picture. I think, next time I have to design a sci-fi building I'll look at some ship bones, first. It's very inspiring.

+1 vote     media: Frame view - forward cargo holds
SinKing Sep 5 2014, 1:05pm says:

It just seems to me with all the subsequent text explanation, simple tasks such as opening a door are delayed a lot. I realize this is not gonna happen later, once you performed the actions in the tutorial, but some people might have already given up by then. Especially in a tutorial it is beneficial to keep explanations to a minimum and stretch them over some period of time.

About the shots. You actually use the "right" shots, but sometimes the cameras are at odd angles, other times the shots are a mixture of two shots or rarely used shots (like the Dutch Tilt). I suggest checking out the difference between Zoom and Dolly and when it is preferable to use either of the two.

I made a description of how I experienced the different shots.


1.1 Overhead: fine
1.2 Close Up - character cut out of the picture, top of the head cut off. Confusion, because this could almost be the Dragon's POV. Why the overhead shot?
1.3 POV - usually a good way to see what a character sees - but it's long and zoomed (one thing eyes don't do is zoom)
1.4 Close Up (same as 1.2)
1.5 Medium Shot/ Dutch Tilt - unusual, because the Tilt usually indicated tension and eerieness; also we come to this shot after a POV of the same ~ confusing
1.6 Close Up (same as 1.2)
1.7 Medium Shot, Dutch Tilt
1.8 Close Up (...)

1.9 Medium Shot, Dutch Tilt
2.0 Close Up (...)
2.1 Close Up (on the Dragon) fine
2.2 Full Shot of the Dragon (usually you go the other way: full shot then medium shot/close up) -> this camera is too static for the action; should be a sequence of shots, instead.
2.3 Close Up - first time this is a "real" close up without cutaways; fine
2.4 POV; fine
2.5 Close Up; fine
2.6 Full Shot - too static for the action/remote
2.7 Close up; fine

If you cut off characters in a Close-Up, it becomes an Extreme Close Up - used to emphasize on the emotion of a character, especially on the eyes. It's a rare shot (e.g. used in Westerns/duels).

+1 vote     article: Tutorial Map and other Goodies
SinKing Sep 4 2014, 3:17pm replied:

I think with a game like this (where immersion counts) VR can be very interesting. What you have done there on your own is pretty cool! Good work and thanks for taking feedback constructively and always making the game better.

+1 vote     media: NO RETURN V1.13 Preview screenshot
SinKing Sep 4 2014, 11:52am says:

Hooked? Is he on heroine or something?

+7 votes     media: Hooked Beast
SinKing Sep 4 2014, 2:06am says:

Isn't the movie "Damnation Alley" the one that his the infamous cockroach scene? I remember being scared like **** after watching that scene/movie as a kid. Never liked roaches much anyway. I guess by todays standards it is cheap and cheesy, but I think I liked some of the vehicle designs at least.

Strange that Zelazny had such early films while one of the guys who he worked with was ****-poor and had his first movie released posthumous. It was Blade Runner, by P.K. ****. I always wanted to read the book they wrote together and all of that came flashing back when I read your article. Congrats on the KS, too!

+3 votes     article: The first post-Kickstarter update
SinKing Sep 4 2014, 12:13am says:

Makes me miss real acades, actually. It looks so awesome and we've had similar stuff in my town in the 90's. Just not as leet as yours :)

+1 vote     article: Now Available on Steam - Anarchy Arcade
SinKing Sep 3 2014, 10:20pm says:

I like the conversation system though I'd look up some conventional framing methods (like full shot and close-up). It seems like you could get better angles on those characters for presentation.

I'd prefer a more visual explanation, because reading in games is always tedious, even if it just involves learning the control scheme. Just an image of the item and explanation of which functions are key mapped would suffice; more importantly those functions have to be available through either the main menu or a command key, so you can toggle them through or look them up again easily.

There is also some information that could be abbreviated. Unless there is reason to state that something isn't going to happen, e.g. the player will naturally assume that he gets off ladders automatically. In other words: if he had to press a key in order to that I'd state it, if not he'll figure out. Generally, give your players enough freedom and not too much dialog or your game character will come across as some kind of a crazy who talks to himself on every occasion. I know that is a kind of classic adventure mechanic, but it only works with certain kinds of characters and settings. Sometimes a little less talk means more atmosphere and more visual storytelling.

+3 votes     article: Tutorial Map and other Goodies
SinKing Sep 3 2014, 7:34pm says:

The materials look a bit too dull and the the same overall. I guess this was to some extend inspired by Elysium style grenades? I think the materiality should be more explicitly "metal" (see video link).

Even if you add just a few parts of blank metal and different material definitions, it would add a great deal of realism. This is a good example:

+1 vote     media: ML1 CQC Stun Grenade
SinKing Sep 3 2014, 7:30pm says:

Kinda looks like Battlestar Galactica. Pretty cool spaceship you got yourself there ^^!

+4 votes     media: Frame view - forward cargo holds
SinKing Sep 1 2014, 10:02am says:

I really liked Underhell, it was a rare blend of good horror and metaphysical story. Glad to see it helped you score a job, too! How did that happen though? Did other devs approach you, or did you actively try to find a position after releasing Underhell Prologue?

+7 votes     article: Underhell Chapter One - Anniversary
SinKing Aug 31 2014, 9:22am says:

So what happened, why did you cancel Kickstarter, even though you had reached your goals? I have never seen that before.

+1 vote     game: Fritz
SinKing Aug 30 2014, 8:50pm says:

That isn't the biggest mistake you could have made, but it's good you made the change! I recently updated my project files for my game prototype from our Server and realized I had forgotten to make a submit to Perforce, the last couple of days. So I received all the old files and my progress of half a week was overwritten. Yes, making games is partly so frustrating, because there is nobody else to blame when we do something stupid ;)

+3 votes     media: Mail hold change
SinKing Aug 30 2014, 3:58pm replied:

Oh yes, my bad. I wanted to write tilted there, but left out a "t". I blame my Microsoft Keyboard, which needs to be hit like a hammer hits an anvil in order to produce a letter on screen.

...at least I get strong hands out of it ^^

+1 vote     media: See across hatch No.3
SinKing Aug 30 2014, 9:53am says:

Well, what does a poop do, except lie around and stink? I pretty much do that in real life, so I'm already living the simulation ^^

+1 vote     game: Poop Simulator 2014
SinKing Aug 30 2014, 8:59am replied:

Hahah, I love that the other guy confused tilted with tiled. My comment must have made no sense to him at all.

Thanks for the info. I thought this might be the case, kinda like how roads have a "bow", in order to let water pass to the sides. And that is also rarely done in video games, though it looks much more accurate.

That must be a pain though, having to rotate everything to an exact tilt angle, so it looks grounded in those areas. Very interesting detail, good explanation, too. You are kinda my go-to guy now, when it comes to explaining ships ^^

+1 vote     media: See across hatch No.3
SinKing Aug 30 2014, 8:55am says:

I donated to this project last year and was kinda thinking it died afterwards. It's good to see you are still doing the work, and I encourage other people to send you a couple of bucks as some kind of recognition for the great work done here!

+7 votes     article: OverDose Update - Sound
SinKing Aug 29 2014, 7:04pm says:

Why is the mail thingy tilted? Were the floors tiled or is it just a coincidence, or did you model that thing with a tilt in it? Looks nice though!

+1 vote     media: See across hatch No.3
SinKing Aug 29 2014, 7:02pm says:

Ah c'mon, put some upside down, just for the laughs ;)

+1 vote     media: Motor Cargo hold
SinKing Aug 29 2014, 8:32am says:

This is a pretty cool game. Keep up your great work!

+3 votes     article: Exoplanet: First Contact. Alpha build #13. Gameplay video.
SinKing Aug 29 2014, 8:26am says:

The interface looks alright. I'd separate it though into one resource window and one stats window. So you can see on one HUD enemies killed, health, etc. and on another all your (camp) resources. Fog and snow, etc, should be in an options menu, imo.

What I'd like, would be a tracker to keep trace of time. Maybe there could be some makeshift calendars. Either by drawing a mark every new day (like in a prison), or by finding actual calendars that will work automatically.

As for the fire - it looks a bit extreme, like pressurized gas is shooting from the ground.

+1 vote     media: NO RETURN V1.13 - Info Camp Fire
SinKing Aug 28 2014, 5:34pm says:

"Fixed bug where logging on after the server had been running for exactly 10 seconds might cause the user to not be able to see NPCs."

The kind of bugs you have to expect when making games is really weird. Finding out alone that it only happens after exactly ten seconds must have been some detective work ^^

+1 vote     article: Brutal Nature releases version 0.46!
SinKing Aug 28 2014, 5:31pm says:

sure looks good for iOS. Nice lowpoly car models, too.

+1 vote     media: TTR Screenshot from iOS
SinKing Aug 28 2014, 11:46am says:

Nicely done! It's a much faster game than I anticipated. Only thing visually that I'd like would be if the sword trace was actually white, instead of black.

+1 vote     article: Quick Dev Update: Pre-PAX Update & New Video
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Sep 16, 2014
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