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Moderated by Vandy
Water in Sea of Thieves is beautiful
Posted: Posted June 16th by Vandy

I've always been a sucker for good looking water in a game. I remember being impressed with the water in Morrowind back in the day, and Halo 2.

There are 16 Replies



Posted June 16th by Vandy
Vandy

Yea it's stunning. The rest of the game just looks "alright" to me. It's not amazing but it's not bad either. But they did a great job on the water.

Posted June 16th by Moonray
Moonray
 

At least you can dive underwater unlike in Zelda The Wind Waker

Posted June 16th by Welsh_Gamer
Welsh_Gamer
 

Wind Waker was limited by the hardware of the GameCube.

Posted June 17th by Q
Q

That awkward moment when we get Skull and Bones from Acivision announced at E3 that is pretty much identical to the game

GGS Rare



Posted June 24th by ShadowFox08
ShadowFox08

I prefer the more colorful look of Sea of Thieves over the more realistic look of Skull & Bones. Plus from the little I've seen of Skull & Bones, Sea of Thieves looks to have more exploration and adventure themes while Skull & Bones looks to center around ship combat.

Posted June 24th by Vandy
Vandy

Yea they looked like fairly different games to me. Ignoring the differences in art style, Skull and Bones was shown off as a ship combat game. Even the process of boarding was automated.

Sea of Thieves has been described by the devs (and from what has been shown) as an adventure/journey/exploration type game where running into other players/fighting them is just one small part of that adventure.

Posted June 24th by Moonray
Moonray
 

Oh also Vandy, don't know if you're aware but they did confirm "solo play" is possible in Sea of Thieves. It's still in the "shared universe" so you can still run into other players and you'll be in a smaller ship.

Posted June 24th by Moonray
Moonray
 

OMFG OMFG OMFG

I don't mean to derail this thread, but... someone working at Rare Ltd. liked my solution for Seagrass, and shared it! They even have a Jr. Tech Artist position open! They're making this game in Unreal Engine 4!

OMFG OMFG OMFG!!!!!!!

The blog post, if anyone's interested:
https://michaelfahelartprocessblog.blogspot.com/2017/01/the-best-grass-ever-circular-temporal.html

Posted June 25th by mariomguy
mariomguy
What up, 1-up

That's really cool. Did anyone reach out to you?

Posted June 25th by Vandy
Vandy

No, not yet, anyways. But the team has a tech artist position open on their website, and one of the developers really liked the way I handled moving grass, and at Ringling I was trained by someone who is a colleague of theirs, and my blog post just doubled in views. H*** F***, I am 1-2 degrees of separation away from the developers at Rareware :|

Let's not jump to any crazy conclusions. The position is contract only and in the UK, and they do require knowledge of coding in C++. I know how to make tools in UE4 using their visual scripting programs, but not 3DS Max or Maya. And I cannot use Unity for the life of me. Also, I haven't technically worked on a shipped game. But if they really need someone with UE4 skills who has experience making technical shaders and systems for underwater/tropical scenes, damnit DAMNIT I'm PERFECT! I freaked out when I got that message from my old professor! Someone at Rare likes my work! I just need to... calm down...

Posted June 25th by mariomguy
mariomguy
What up, 1-up

If somebody offers you an amazing opportunity but you are not sure you can do it, say yes – then learn how to do it later.

- Richard Branson


Posted June 25th by Vandy
Vandy

I don't think you understand quite how series game companies are, Vandy. Most of the larger, more reputable game companies only hire people who have shipped 3 titles on consoles and pass an art test. Tech artists make twice as much money as standard artists, they are expected to be the unicorns who can speak to both programmers/engineers and standard artists to push graphical, artistic, and gameplay possibilities visually. If I can't program C++, I won't be able to become a strong link between the artists and engineers and they will probably throw my application away entirely. I need to be able to read those NVIDIA research papers on processes and procedures and make NEW tech for companies that aren't already included in the basic engines.

All of the crazy awesome graphics you see in games (the stuff that makes you go HOW DID THEY DO THAT?!) are the responsibility of technical artists. This is a 100k-150k position. It's certainly not a joke, or an easy job. Or even a job that's possible. Many tech artists try pushing the boundaries to make effects possible (like dynamic GI on console hardware) only to reach the conclusion that it's not. Someone who has a deep understanding of both HLSL AND C++ AND NVIDIA's research will be much better-equipped to handle a task like this, but even that much knowledge might not be enough.

Posted June 25th by mariomguy
mariomguy
What up, 1-up

I'm not saying you will be offered a position - but if it were to be offered and you were unsure of your capabilities, I think you should take it and see what happens, rather than decline it because you are not sure. Is all.

Unless it means quitting a current, stable job for an opportunity that would likely end in being fired for overselling yourself. In that case - disregard.

Posted June 25th by Vandy
Vandy

Better to try and fail than to wonder what might have been.

Posted June 25th by Moonray
Moonray
 

I would be upfront with them about my abilities. I will only sell them on the fact that I've been messing with Unreal Engine for over 5 years, UE4 specifically since it debuted, and show them my work. If they want someone like me, which is highly unlikely, and everything checks out, this kind of opportunity would still be a "maybe" to me because it does mean quitting my current job and going full-force into an otherwise brutal industry.

Posted June 25th by mariomguy
mariomguy
What up, 1-up
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