These last 365 days of the year went by so fast with fun and excitement achieving our goals as a team,
We can all say it has been a wonderful year so far for our development of Operation Black Mesa and Guard Duty.
It´s time for a new year and we believe this time, we will make this coming year even better than the previous.
There are new adventures ahead, memories to create and more media releases to come.
So lets take the first steps into 2019 by.... looking back a bit :).
17th round of MOTY awards is over and thanks to your endless dedication, we made it. We cannot thank you enough for getting us yet another "Honorable mention" in MOTY 2018. Since we already won in the category "upcoming mods" in 2013, we can only receive this honorable mention. It is still very appreciated and you can be sure that it means a lot for us. So, thank you for that and congratilations to other competitors in MOTY 2018.
Throughout the year, other than our normal media release, several interesting dev blogs were released. In case you missed them, here's a recap of them:
If you read our previous Blog Summary, you already probably know about this never ending party with DJ "EGG". If you had left the party, maybe it´s time to come back again as there are several new posts from the past few months
DJ-ing is EGG´s part-time job only. And he is ready to show you how can a big party boy be a good teacher. This dev.blog will give you an insight into some aspects of level design, described shortly, coherently and accompanied by visual examples.
On top of that, here we are with a new Dev.blog. This time around, we will reveal more about the
process of character re-creation. Our concept artist, Harry Willson will let you get into his head by
sharing his vision "thoughts" about Gargantua design.
And to close this very first news post of 2019, we would like to share some more work with you. Our level designers, 3D artists, animators and sound engineers would like to show you these goodies. We hope you enjoy them. Be sure you leave your comment about what you think about this, as we are always looking for feedback.
We want to get weapons right. That is not an easy task and even some modern FPS games cannot get the feeling right. Everything is important, ranging from the model, animations to sounds. Everything together must make you "feel the weapon" and shooting them must bring you a hell lot of satisfaction! Here is a short video showcasing our progress in this department.
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