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A Game Art Trick. Sacred 2 – Fake Mirror. This is a really spontaneous post and it was initiated by this observation about Fallout 3. Source: Kotaku about Fallout 3. It made me remember a small trick one of our level designers told me when we were working on Sacred 2. It’s not as crazy cool as the Train-Hat, but I liked it a lot. Talking about the rays, only about the overglow):. That’s not really special. But would you expect such a wireframe in this scene? So why is that? Proudly powered by WordPress.

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Simon schreibt. | simonschreibt.de Reviews

https://simonschreibt.de

A Game Art Trick. Sacred 2 – Fake Mirror. This is a really spontaneous post and it was initiated by this observation about Fallout 3. Source: Kotaku about Fallout 3. It made me remember a small trick one of our level designers told me when we were working on Sacred 2. It’s not as crazy cool as the Train-Hat, but I liked it a lot. Talking about the rays, only about the overglow):. That’s not really special. But would you expect such a wireframe in this scene? So why is that? Proudly powered by WordPress.

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Simon schreibt. | Page 2

http://simonschreibt.de/page/2

A Game Art Trick. Alien vs Wolfenstein – Cutting Torch. Read the article or. Both contain (almost) the same content. Welcome guys to the yearly welding contest! Are you ready to show off your skills? Today we’ll compare the cutting torch of Alien Isolation with the one in Wolfenstein. At first let’s see which one can cut a better shape. In Alien Isolation you can weld on special prepared places. It looks gorgeous but it happens on a pre-defined. To weld any shape you want and you’re not. Restriction or n...

2

Simon | Simon schreibt.

http://simonschreibt.de/author/simon

A Game Art Trick. The Joy of VFX – Pintable. Read the article or. Both contain (almost) the same content. 8220;The Joy of VFX” is thought as a happy place where several VFX artists come together and try to mimic awesome effects seen for example in movies. The goal is look at the different approaches and learn of their pros and cons. The idea comes from Zoltan. The first effect we try to interpret is the pin table from an X-Men Movie:. Source: X-Men(2000) Pin table. Cube to move – only the top. For the ex...

3

Game Art Tricks | Simon schreibt.

http://simonschreibt.de/game-art-tricks

Ricks on one page! Feel free to visit the related Polycount Thread. The Binding of Isaac. World of Torch Siege. Tree vs. Palm. Don’t Starve, Diablo. AC / Row / Infinite. Render Hell 2.0. What is Color Banding? And what is it not? My Top 5 Usescases. Fish Tanks in Games. The Joy of VFX. 2 thoughts on “ Game Art Tricks. 19 May 2016 at 09:59. Thank you for extracting all of this useful info! As skilled as you are in finding things out. Could you do a breakdown of how this is done? 26 May 2016 at 08:20.

4

Homeworld 2 – Backgrounds Tech | Simon schreibt.

http://simonschreibt.de/gat/homeworld-2-backgrounds-tech

A Game Art Trick. Homeworld 2 – Backgrounds Tech. Some people asked in the Polycount thread. How these Homeworld spheres ( see this Article. Were created. Let’s do it together! What we’ll use here are modding tools. I have no idea how near these are to the original Relic. Download this mod tool collection. And use the command line tool “HW2BGBuilder”. There’s also “HW2 – Spookysoft – HOD Tool 1.5.0.1” but it didn’t worked out very well for me. Regarding the last point: in Homeworld they painted only smoo...

5

Zelda Wind Waker – Hyrule Travel Guide | Simon schreibt.

http://simonschreibt.de/gat/zelda-wind-waker-hyrule-travel-guide

A Game Art Trick. Zelda Wind Waker – Hyrule Travel Guide. The best travelers guide of Hyrule. Thank you for choosing our Travel Guide! Now you own the perfect collection of stunning information about Hyrule. 8211; the land where Zelda: The Wind Waker. Is located in. Before you go out exploring, please read these safety-Nintendodructions:. The first edition of this guide. Was crafted by Warby. I just extended it a bit and we’re both proud to present you this 2nd edition! It’s dangerous to go alone! Normal...

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mtnphil.wordpress.com mtnphil.wordpress.com

Week of Awesome II – day 6 (belated) | IceFall Games

https://mtnphil.wordpress.com/2014/09/28/week-of-awesome-ii-day-6-belated

Developer's blog for IceFall Games. Week of Awesome II – day 6 (belated). Week of Awesome II – day 6 (belated). September 28, 2014. In week of awesome. It’s actually the beginning of day 7 (12 hours left in the competition), but I never got around to this last night. Stopped in my tracks. I had recently (the night before) changed a bunch of model import settings needed to generate lightmaps. I started panicking a bit. I caused some bugs while building this level last night. After getting basic lightmap b...

vladimirslav.com vladimirslav.com

Blades of the Righteous: Postmortem | Vladimir Slav

http://vladimirslav.com/2014/12/blades-of-the-righteous-postmortem

Personal page of Vladimir Slav" Vladimir Slav. Personal page of Vladimir Slav. Blades of the Righteous: Postmortem. Blades of the Righteous: Postmortem. December 25, 2014 at 19:37. So, the development of blades of the righteous. Has come to an end some time ago, I’ve stopped actively advertising now and I thought that writing up an overall experience as well as giving more statistics about it could help others in their way of development. I’ve put the game on Steam Greenlight. BUT if you are trying to te...

mtnphil.wordpress.com mtnphil.wordpress.com

Week of Awesome – day 3 | IceFall Games

https://mtnphil.wordpress.com/2014/09/25/week-of-awesome-day-3

Developer's blog for IceFall Games. Week of Awesome – day 3. Week of Awesome – day 3. September 25, 2014. In week of awesome. So day 3 has come to an end, and still I haven’t begun level design in earnest. Oh well! I still have some new games mechanics to flesh out, but I’m worried the levels won’t be interesting enough. At any rate, here’s what I accomplished today:. I found a GUI skin and made a main menu that can load an arbitrary number of levels (just one so far). Week of Awesome – day 2. Fill in yo...

mtnphil.wordpress.com mtnphil.wordpress.com

About | IceFall Games

https://mtnphil.wordpress.com/about

Developer's blog for IceFall Games. This is the developer’s blog for IceFall Games. It will contain posts mainly about technical and game design issues. You can also check my youtube channel. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Google account. ( Log Out.

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mtnphil | IceFall Games

https://mtnphil.wordpress.com/author/mtnphil

Developer's blog for IceFall Games. Deeply-nested coroutines in Unity. June 1, 2016. In Unity, coroutines are essentially methods that execute across several frames. They are, in a sense, some syntactic sugar that lets you avoid having to keep track of the state of a sequence of operations (for instance, fading from one color to another) in member variables of a behavior. Instead, all state can be method-local. Refer […]. Foreshift: Ludum Dare #35 post-mortem. April 19, 2016. April 9, 2016. April 9, 2016.

mtnphil.wordpress.com mtnphil.wordpress.com

Week of Awesome – day 2 | IceFall Games

https://mtnphil.wordpress.com/2014/09/24/week-of-awesome-day-2

Developer's blog for IceFall Games. Week of Awesome – day 2. Week of Awesome – day 2. September 24, 2014. In week of awesome. Well day 2 has come to a close. I have most of the gameplay basics up and running now. I need to actually start working on level design! Hopefully the mechanics will be good enough for an interesting game. Let’s list the various tasks I accomplished today, other than the bulk of the work on the gameplay mechanics. For the most part I’m loving Unity. Nearing the end of day 1. You a...

mtnphil.wordpress.com mtnphil.wordpress.com

Week Of Awesome – port mortem for “When It’s Dark” | IceFall Games

https://mtnphil.wordpress.com/2014/10/02/week-of-awesome-port-mortem-for-when-its-dark

Developer's blog for IceFall Games. Week Of Awesome – port mortem for “When It’s Dark”. Week Of Awesome – port mortem for “When It’s Dark”. October 2, 2014. In week of awesome. Click here to play the game in the Unity web player. Sunday night we got the theme: “The toys are alive! And Back to Bed. 8211; not a big fan of Back to Bed so far though), so that was going to be my inspiration for the visuals. Working with light probes in Unity. Use this as an opportunity to become really familiar with Unity.

mtnphil.wordpress.com mtnphil.wordpress.com

Nearing the end of day 1 | IceFall Games

https://mtnphil.wordpress.com/2014/09/23/nearing-the-end-of-day-1

Developer's blog for IceFall Games. Nearing the end of day 1. Nearing the end of day 1. September 23, 2014. In week of awesome. Most of today was spent getting models into the game and basic player movement and level loading done. Scrounging around the web for free or inexpensive models is always a daunting task. Without fail, there were problems with every model I found. I like to play the guessing game of “what could possibly be wrong with this model? Week of Awesome II – The Toys Are Alive! Developer&...

whitecollargames.com whitecollargames.com

Pushing Content - White Collar Games

http://www.whitecollargames.com/blog

Pushing content ( adj. Satisfied with a certain level of achievement, good fortune, etc. October 19, 2015. August 30, 2015. Pages from the Dev Notebook #1. There's also some random notes scribbled on the bottom for a different part of the project. August 18, 2015. Most of my friends don't know what they want to do with their life. I don't know either, and I think that's fine. But I do find importance in knowing what one. August 18, 2015. Pages from the Dev Notebook #0. I keep a sketchbook handy for doodl...

mtnphil.wordpress.com mtnphil.wordpress.com

Xbox/XNA performance tuning | IceFall Games

https://mtnphil.wordpress.com/2012/11/27/xboxxna-performance-tuning

Developer's blog for IceFall Games. November 27, 2012. As I was finishing up work on changes to Tank Negotiator’s networking session and controller sign in code. I re-enabled a debug FPS component to check my frame rate for some reason (I forget why). I noticed that while I often maintained 60 FPS, I had drops down to the upper teens in frame rate occasionally, and sustained frame rates in the thirties. So in the past few days I’ve been busy measuring performance and making optimizations. Surprisingly, t...

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After my first entrepreneurial experience in event management during high school, I attended the University of Karlsruhe to study computer science. During the second semester I founded my first company with a friend which helped us gain further insights into acquisitions and customer relations. Back then, our primary focus was web design and web development. Currently I am involved with a variety of projects and constantly looking to the future for new contacts, interesting ideas and exciting concepts.

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More Game Art Tricks. Tuesday, August 20, 2013. Company of Heroes - Flamethrower. This article moved to its own webspace! You can follow him by clicking this:. Labels: Game Art Tricks. Subscribe to: Posts (Atom). Feel free to contact me:. Simple template. Powered by Blogger.

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A Game Art Trick. Sacred 2 – Fake Mirror. This is a really spontaneous post and it was initiated by this observation about Fallout 3. Source: Kotaku about Fallout 3. It made me remember a small trick one of our level designers told me when we were working on Sacred 2. It’s not as crazy cool as the Train-Hat, but I liked it a lot. Talking about the rays, only about the overglow):. That’s not really special. But would you expect such a wireframe in this scene? So why is that? Proudly powered by WordPress.

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Too late for apologies. Dancing on the . MINIDOCU EPS 01: SIMON SCHRIKKER. Upcomming show september 6th: livingstone gallery the hague. Devil's Teeth) oil on canvas: 18x24 cm, 2014. Nt, oil on linnen, 170x240 cm : 2014 (sold). Animation project 'Pulpo': 80x 18x24 cm, oil on canvas 2014. Pulpo (#53), oil on canvas, 18x30cm: still from animation. Uit de Hand', uitgave van VUURROOD: fotografie Twan de Veer. Nt (great white) oil on canvas: 30x40 cm, 2013. Badly Natured' group show: NEST the Hague 2013. Fabri...

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