
Opening cutscene – F.E.A.R.March 22, 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.
I’ve made many mistakes over the years.
Keeping a journal helps myself and others learn from them.
It also keeps my parents up to date as to where I am.
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.
Krupskaya’s tour continues as we cross the world’s deepest lake – Lake Baikal.
Great white sharks are generally known for biting things, so the name 'Bitey' would generally make sense. In this particular fish's case, it's a little more ironic.
They say, this is the city! The city of Angels! All I see are dead wings! The Distillers did some good shit.
We're given brief respite from the endless expanse of Siberia, thanks to the colourful, vibrant and slightly mad city of Krasnoyarsk.
As we bid goodbye to Tomsk, we set forth for a day's travel across Siberia toward Krasnoyarsk.
Just because it has 'Stoke' in the title doesn't mean it's a lesser version. I mean, strictly speaking it probably does, but just put that to one side for the benefit of my ego.
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.
Our time in Tomsk draws to a close as we enjoy one final day of relaxation.
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'.
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 and close range photogrammetry go head to head. Which will transpire to be the superior solution for getting my lovely, replica Tyrannosaurus Rex skull into a game engine?
Today marks the first of three without a show. Such days can be expensive, but they also mean we get to experience more of a place than usual. Which is good.
Spud was a great white shark I worked with briefly in Gansbaai, South Africa. What made this shark was special, was that we technically met some ten months before.
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.
An incredible range of physical and digital art installations unified by British Ceramics, is now open to the public. Come see our stuff!
Monterey Bay Aquarium released a short film, comprising footage of the white shark we tracked swimming through kelp in South Africa, 2017. It's boss.
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.
Opening September 6th at The Spode Museum Trust Heritage Centre, this event invites guests to engage with the site's incredible and historically valuable collection of moulds.
Today we travel to Tomsk. Not to be confused with Omsk. We've already been to Omsk. Now we're going to Tomsk. Different place, mate.
Our show in Novosibirsk is cancelled and so, a day of relatively relaxed driving between cities awaits us.
Krupskaya's first album in fifteen years releases next week, as does the start of our tour across Czech Republic, Indonesia, Malaysia, Dubai and Lebanon.