Hell Knight introduction – Doom 318 May, 2020
The Hell Knight adorns the Doom 3 box artwork. The monster is also featured in arguably the best cinematic sequence of the entire videogame.
The Marauder – A love letter8 May, 2020
The Marauder is one the most significant and divisive additions to the Doom franchise. Personally, I love him. Here's a few reasons why.
For week four, I've decided to break the habit of the lifetime and actually try to make some of the results here vaguely useful. I emphasise the term vaguely.
Shark Free Chips has launched22 April, 2020
Shark Free Chips is a new collaborative effort between Apex Expeditions, Marine Dynamics and shark-lovers the world over.
Week One's entries to my daily photogrammetry challenge, revolved around Doom. This week I'm going with a similar theme - our garden.
Robert Hodri is a Senior 3D artist at id Software, having most recently worked on Doom: Eternal. He was kind enough to answer some questions about his experience in the games industry.
That's right, I've given myself the daily challenge of reconstructing any random crap I find around the house, using photogrammetry.
Opening cutscene – F.E.A.R.22 March, 2020
I kick off my obsession with game cinematics, with a shooter often overlooked in retrospective discussion of action games at the time. 2005's F.E.A.R.
Previously, Tom and I created the single greatest hyperreality game experience known to man. Today, we raise the quality to diety-like standards.
Photoshop portrait practice… oh, and happy new year6 January, 2020
Great, it's 2020. You know what I learned over Christmas? That I need to do some actual illustration so the other 364 days of the year don't feel quite so miserable.
Hyperreality Target Practice – Building hyperreality games, Part One21 November, 2019
It's time to take our awesome new motion capture stage and create something that could actually resemble a game. I emphasise my use of the term 'could'.
T-Rex follow-up – Laser Scanning v Close Range Photogrammetry11 November, 2019
I recently compared laser scanning with photogrammetry for creating game assets, to see which would be the superior approach. Turns out, combining both might actually be the preferable solution.
Laser scanning my face into Unreal Engine 4 (and id Tech 4)16 September, 2019
Can you imagine a bigger waste of time for a game engine? Except for Alien: Colonial Marines, Lawbreakers and anything Peter Molyneux released post Lionhead Studios.
The British Ceramics Biennial is open9 September, 2019
An incredible range of physical and digital art installations unified by British Ceramics, is now open to the public. Come see our stuff!
Building hyperreality games – Introduction2 September, 2019
Our motion capture stage at Staffordshire University was recently the subject of a massive upgrade. One of the benefits of which is live streaming into game engines such as our beloved UE4.
Mega chuffed to have been involved with this project, which raises awareness of the causes and consequences of genocide within Jewish cemeteries.
Viktor Antonov30 March, 2019
Between an occupied City 17, conquered Berlin and infested Dunwall, Viktor Antonov has crafted compelling worlds which seamlessly blend the fantastic with the bleakly real, and are among my favourites in gaming.
Nyss ‘Dépayser’ – Lighting a mixed media piece26 February, 2019
Anna and I recently worked with Black Metal band Nyss, to light and photograph the mixed media cover artwork for their latest album 'Dépayser'.
I recently put together a small journal entry which explains some key lighting principles, demonstrated as predictably as ever with Unreal Engine 4.