no shade to the excellent people over at Arc but they really should've gone with my pitch for the Twins announcement. HUGE MISTAKE
no shade to the excellent people over at Arc but they really should've gone with my pitch for the Twins announcement. HUGE MISTAKE
The launch date trailer is now out for Skin Deep: www.youtube.com/watch?v=4SvX...
You can also get the demo here: store.steampowered.com/app/301280/S...
Some of our team will be at Game Developers Conference! If you see us around SF, say hi! (alsobuywishlistourgames)
So stoked to get to finally share - I'm traveling to The Netherlands in April to deliver a joint talk on the procedural generation tech I co-developed with my supervisor during my time at @heartmachine.bsky.social, for EPC! @everythingproc.bsky.social
We are now on Patreon.
We've been making titles we are extremely proud of for 10 years now, and we want to make sure we can stick around another 10. We hope that you enjoy the content and inside access that we’ll be providing here. Thank you so much for your support.
www.patreon.com/c/heartmachi...
This is outstanding work. Congrats.
I love the timing and colors. Really well done!
The sunset tunnel moment from the game Journey, where the player slides from right to left past columns throwing shadows towards the camera. The bright glowing sun sets behind the distant mountain. The scene is tinted in glowing warm shades.
This is a black and white texture I hand painted to map shadows into the downhill scene in the game Journey. Most games generate these textures automatically, but I did it by hand because we did not have the tools to do so during Journey's development.
A close up of my hand painted shadow texture, showing that the shadows of the columns in the sunset tunnel were aligned with the pixels of the texture to achieve maximum sharpness in game, despite the resolution of the texture being very small for the amount of area it was covering.
Funny story: Journey had no automatic shadows. I painted them all by hand. The shadow texture was not hi-res. To get the iconic sunset columns to cast sharp shadows, I made sure that they aligned with the pixel grid of the texture. Here you can see the shadow map I painted.
I just got laid off.
Gutted. I loved Heart Machine. They were good to me. My only regret is that I couldn't stay.
Character rigger of 12+ yrs, 2 GDC talks, 1 Gnomon talk, VES nominee, etc. Spider-Man PS4, The Order:1886, Hyper Light Breaker.
All info here: tinyurl.com/3ccdcmdc
#gamedevjobs
Wow, this looks spectacular!
This breakdown is the result of a test I took long time ago where I met Alan Lee, the guy who changed the course of my career. For some time I was known by the watermelon guy (I was hired at #Rockstar and assigned the task of breaking vegetables because of this)
#vfx
www.artstation.com/artwork/WPGzG
We had so much fun working on Solar ❤️
Be honest, you are ignoring me :-p
Base Player Skin, Blu Species for Hyper Light Breaker by @heartmachine.bsky.social! Concept @iramos.bsky.social, Art Direction by Alx Preston, Rig @wuffles.bsky.social & @blakboks.bsky.social, Action Pose @afraux.bsky.social & myself #characterart #gameart #gamedev #stylized #hyperlightbreaker
During my time at @tuatara.bsky.social I had the pleasure to work on #SolarAsh from @heartmachine.bsky.social on many different kind of VFXs. This one is a sneak peak of some combat VFXs for the game. Kudos to @klemen.bsky.social and Thomas from Tuatara
#gamedev
www.artstation.com/artwork/3qvelm
Maybe the most known VFX I’ve ever done. Because of my past as an art generalist, when I moved to VFX in 2005, most the techniques had to be basic and relied more on inventive than nothing. Guys at BioWare told me they took it as reference for DA ❤️
#gamedev #vfx
www.artstation.com/artwork/2qqRA
Here is another breakdown of how I tackled the ocean of the iconic Gridlock’s map on Gears 4. It’s less fancy than a code based technique but hey, it worked :-)
#gamedev #shader #realtimevfx
www.artstation.com/artwork/0n0zyG
I’m so happy to hear that. This was a result of all techniques I learned (or heard about) during the past. Because I didn’t have graphics engineer support, most of the time, I decided to try something myself and it came out quite decent :-)
Some time ago I shared the process I followed for creating the blood on #AssassinsCreed 3 Remaster. Thanks to 80lv for publishing it
#gamedev #realtimevfx
80.lv/articles/001...
My reel is older than the sun and I worked on many more projects. But, to this day, what people remember the most about my work is what I did for #Castlevania Lords of Shadow 2
#gamedev #realtimevfx
youtu.be/GVWZGtUV5Ps?...
Base Player Skin, Tanu Species for #HyperLightBreaker by @heartmachine.bsky.social! Concept @iramos.bsky.social, Art Direction by Alx Preston, Rig @wuffles.bsky.social, Action Pose @fazwaz.bsky.social & myself #characterart #gameart #gamedev #stylized
For a full breakdown of our environment art process and workflow on Hyper Light Breaker, check out our latest dev blog post
store.steampowered.com/news/app/153...
If you're games industry and following some folks already, reply with who you are and what you do, and then re-post this or whatever it's called. Let's try and find each other on this new place
My name is Francisco García-Obledo and I’m a VFX Artist working in games since 2005. Projects I worked on: Hyper Light Breaker, Solar Ash, Assassins Creed Valhalla, Red Dead 2, Gears of War HD, Candy Crush and more. I live in Barcelona, Spain