have you this 3ds max making video
bad management, its your job for stuff like that not to happen, dont put that extra weight on artist because management didn't do your job
It really is the best game of 2018, Thank you.
A couple of month ago we’ve had a chance to talk with the developers of an ambitious sci-fi horror game P.A.M.E.L.A. It’s a very unusual title with impressive level design, unique gameplay features and impressive number of inspirations ranging from Mass Effect to DayZ. The game was extensively featured during the GDC 2015 Unity 5 presentation so it was only natural for us to inquire why did the developers chose this engine. Studio director Adam Simonar and creative director Alayna Peters believe that the main advantage of this tech is easiness of use and quick prototype building.
You see, we haven’t worked in games before. NVYVE is an architectural visualization company. We are founding members of it. We learned Unity while working with architectural projects. Unfortunately work left very little time for studying, so we had to “go out of university” and start working on P.A.M.E.L.A. with ourselves and two other guys.
Unity was instrumental in bringing this project to life. We did a lot of prototyping with the interface and the inventory and the way that we wanted everything to work. It was very different. We didn’t even know if it was a good idea. We were kind of like, we want this arm UI but does that make sense? Is it going to actually feel good for the player? So we did a lot of prototyping early on. Our inventory is kind of like a weapon gun-looking thing.
Unity has been great because it’s just so easy to do stuff! Unlike some of the other engines, if you wanted to do things fast in Unity there’s no barrier to it. The coding is kind of a little quick and dirty right now but to be able to get your prototype it just takes days and that works fantastic because the stuff we’re working on currently hasn’t really been done as much. Like the aiming system, it’s kind of almost like a third person aiming system in a first person game. At the beginning we said that it’s not going to work, but when we got in there it felt so immersive and so interesting so being able to prototype things in Unity so fast has been really great.
So I guess prototyping is one of the features that developers like best about Unity. It’s just so fast it has very few rivals.
Adam Simonar and Alayna Peters, NVYVE
We’re publishing the full interview with the P.A.M.E.L.A. devs in the coming week, so be sure to check it out a little later.