Latest in Development


Deadlock 0.2.0 Battle Report

by ZPSHicks | Friday, 27 Jan. 2012 | Development | comments (32)

Welcome to the first biweekly Deadlock Battle Report. Long gone are the bells of Christmas and in are the first iteration of a new Combat Range map as well as a new exciting prototype sandbox map we’re calling Playground.
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Deadlock Map: Combat Range 01 - Iteration 1

by ZPSHicks | Wednesday, 5 Oct. 2011 | Development | comments (61)

After four intense weeks building, prepping, testing, tweaking pipelines etc. we're slowly getting our artificial cave environments off the ground and are finally ready to share the initial results with you; our awesome and beloved community!
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Scoring for Deadlock: Initial Idea - Continued

by Reese | Thursday, 22 Sept. 2011 | Development | comments (14)

Sit back and relax (again) as we continue the music composing journey from the initial idea, and all the way to the finished music score in all its glory.
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Playing with Image Effects in Unity

by ZPSHicks | Thursday, 25 Aug. 2011 | Development | comments (35)

Last night I sat down to satisfy my inner graphics-whore (please excuse my French) and started fooling around with the new and updated Image Effects in Unity 3.4, testing performance, spending a bit of R&R adjusting various settings to extreme "over-the-top" effects! (I've been watching a few Frostbite 2, CryEngine and UDK videos lately)! :)
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Concept Breakdown: Exterior Training Modules

by Cotta | Monday, 11 July 2011 | Development | comments (17)

Let me take you through the step by step process of creating an environment concept from start to finish in this DevBlog (my first) featuring a new piece I just finished.
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ITO Training Grounds (Art Direction)

by ZPSHicks | Friday, 1 July 2011 | Development | comments (29)

We're finally ready to present you with a taste of our Art Direction on ITO Training Grounds (your home away from home during Project IM), which this time around is getting a lot more love to meet our ambitious vision for Deadlock.
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Advanced Sound Propagation Prototype

by Kenneth | Wednesday, 18 May 2011 | Development | comments (31)

NOW we're getting somewhere! Try the latest prototype of my unique and groundbreaking Advanced Sound Propagation Model before your neighbour gamer!
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Deadlock Map: Operations - Iteration 2

by ZPSHicks | Friday, 13 May 2011 | Development | comments (57)

Activate your inferred helmet enhancements, equip your sound suppressors and coordinate the mission with your team: Infiltrate Operations, secure all way-points without being detected by 'SARA' and take out all opposing forces standing in your way.
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Scoring for Deadlock: Initial Idea - Step 1

by Reese | Tuesday, 10 May 2011 | Development | comments (25)

Ever wondered why composers are acting all weird and goofy in the game development process? Well, sit back and relax as we invite you on a unique music composing journey from the initial idea, and all the way to the finished music score in all its glory.
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Speed Of Sound Prototype

by Kenneth | Wednesday, 4 May 2011 | Development | comments (35)

In my pursuit for achieving "realistic audio", I wanted to try out a simple Speed of Sound Prototype... Do you follow me?... Meek! Meek!
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Deadlock Map: Operations - Iteration 1

by ZPSHicks | Thursday, 14 April 2011 | Development | comments (54)

Join us in the making of a multiplayer map for Deadlock; iteration after iteration and be with us all the way as we develop, play and test with you (our beloved community) all part of our Open Door Development.
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CubeSounds Prototype

by Kenneth | Wednesday, 13 April 2011 | Development | comments (40)

One thing which has always annoyed me in many games is the fact that sounds are originating from a single point. While realistic in itself it often doesn't sound realistic... So why not fix it?...
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Light Prototype: Faking Dynamic Global Illumination in Unity - Part 1

by ZPSHicks | Friday, 1 April 2011 | Development | comments (35)

Join me in my first attempt to push lighting in Unity to meet our high ambitions for making Interstellar Marines as realistic and dynamic as possible.
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Assault Rifle 03 Show Off in Unity

by ZPSHicks | Tuesday, 15 March 2011 | Development | comments (68)

Tryout our new Unity Content Viewer and get up-close and personal with the "Assault Rifle 03" .. now that heks have made it possible to elegantly embed Unity content in Blogs and Articles.
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Audio Occlusion - First Prototype

by Kenneth | Tuesday, 15 March 2011 | Development | comments (53)

Do you know what Audio Occlusion is? No?... OK then, do you know what reality is?... No?... Well then let me try to explain a bit about both and how they relate to each other!
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The Sound of Running Man - Part Two

by Kenneth | Friday, 16 July 2010 | Development | comments (16)

In order to get you immersed and to support our franchise mantra "You will believe", we want to bring the player character to life. One of the major parts of getting you immersed is "character audio".
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The Sound of Running Man - Part One

by Kenneth | Wednesday, 30 June 2010 | Development | comments (24)

The sound design, as well as the core design of Interstellar Marines is about making you believe that you are present in a realistic projection of the future.
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ZPS at Gamespot UK

by ZPSHicks | Friday, 3 July 2009 | Development | comments (20)

On June 25 2009 we went to England to visit Gamespot UK. We had been invited to guest their weekly Podcast. We also got the chance to sit down and play our "Publisher Demo" from GDC 2008 and have a good chat about Interstellar Marines and AAA Indie. Good stuff!
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Character Modeling Pipeline

by Bokaja | Wednesday, 3 June 2009 | Development | comments (44)

Welcome to a basic insight into creating characters for Interstellar Marines.
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Behind the Photo Session

by ZPSHicks | Monday, 18 May 2009 | Development | comments (49)

Why did we choose to make the Photo Session? Get the whole sordid story here!
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Scoring for IM Prologue

by Reese | Thursday, 14 May 2009 | Development | comments (24)

Scoring for IM:Prologue was first of all more of finding the right setting and mood for Interstellar Marines than composing an actual main theme. The score should be compatible as use for an "insignia theme" for our future media releases and furthermore usable as background music for our "talking heads" videos. Based upon the story and environment in Interstellar Marines, a dark and sombre mood with a military touch was needed, which was pretty much the only guideline for this particular score.
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Setting up the shoulder area of the marine - Part 1

by rigg_vader | Thursday, 14 May 2009 | Development | comments (22)

Learn how we handled the unique challenge of rigging the shoulders and arms of the marine - raising the bar in game rigging! This tutorial is aimed at beginning to intermediate riggers + anyone else interested in checking this part of the production out.
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