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Guns of Icarus Online site Live!

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After a few days of collaboration and late nights between Brian and Tim, we finally have the first version of the new site for Guns of Icarus Online ready to go!

On it, you’ll find the latest development news and artwork. We’ll also be posting things to share, such as wallpapers, videos, trailers, along the way. If you are interested in getting updates from us and participate in alpha and beta testing, feel free to leave your email with us on the site as well. From now on, anything going on with the Guns of Icarus Online project you can find out here at gunsoficarus.com.

What is Guns of Icarus Online?

Guns of Icarus Online is a multiplayer airship combat game where you will attempt to survive and thrive in the post apocalyptic wasteland, moving from town to town, trading and collecting resources, outfitting your ship, and battling deadly pirates.

Every ship can have multiple human or NPC crew members. With a flexible skill and leveling system, every crewman brings something unique to the ship. No one sits idly during a firefight. Expect to find your pilot putting out a fire or your mechanic manning the guns at any moment. With many airships to outfit, each with its own strengths and weaknesses, it will take a competent captain to make the most out of each trip. Dangers will be lurking everywhere, and they won’t just be pirate ambushes. Expect to find opposing players out hunting for your cargo as well.

Each town competes and trades with its neighbors to survive in the wasteland. Your reputation will rise and fall with your actions in each town, opening and closing new options elsewhere for profit. Don’t like how the towns run things? Soar into the unknown and find new resources to establish a town of your own. Join other players to make your town prosper while defending it from raiders who want to plunder your riches.

NYC Unity Meetup – Special Session – Recap

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Carl getting animated demoing Unity with Kinect


Last night we had the pleasure of inviting Carl Callewaert from Unity and Brad Porter from Great Eastern Technology to present here at Muse. The turnout was tremendous. We had close to 50 RSVPs, and over 50 people came.

The original agenda was Unity working with Kinect for mocap and Maya, Max workflow with Unity, but it turned out to be so much more! The Kinect demo was excellent. With Brad presenting, Carl served as the model. Carl brought his charisma and beer, and hilarity ensued. Not lost was the power, versatility, and ease of use of Unity for this new application of course.

After a brief Q&A, the session segued to Carl’s presentation. It was action packed, as Carl took the audience through not just Maya and Max workflow, but also an overview of Unity. Wait but there was more! Carl also gave the audience a sneak peak at the 3.4 release features and future feature roadmap for 3.5 and beyond. That was followed by the business side of game making with valuable tips for indie developers. Since Carl runs his own studio and has a ton of experience in game development and marketing, he had strong opinions and great insights that were right on the mark. The icing on the cake was Carl’s in depth walkthrough, taking a developer through how to create a game from the ground up.

The presentation from the meetup will be distributed as soon as it is ready, so look for it in a later post or on Muse’s facebook page.

More photos from the event is also up on Muse facebook.

See everyone at the next meetup!

Lessons from WoW – from both player and developer perspectives

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Last night our guild (a 10-man party) finally conquered Nefarian in Blackwing Descent in normal mode, which is the 12th and the final boss in the latest patch of World of Warcraft – Cataclysm. It has been more than 3 months since we started the raid progression. We are not a PFU (play for uber) guild at all, and this progress is by no means fast, as top tier guilds have already finished the hard mode for all the bosses months ago. Still, as a team that can only spend around 7 hours a week, we all felt really excited, with the great satisfaction of achievement :)

This is the charming part of World of Warcraft. Even though it’s already in its 7th year and 4th major version, it still provides great fun for so many players around the world. WOW is still considered a hardcore game, because they don’t provide you a way to level up or gear up fast even if you’re willing to pay. For new players, it would probably take them 3 months to get to see the boss if they only spend an hour or two per day. But on the other hand, the fruit of success tastes so much better for the efforts you spent.

The raiding experience in WOW is both fun and challenging, and requires very high level of teamwork, including:

1) All the members should have similar levels of expectation. Blizzard has been trying very hard to accommodate all sorts of players – including those pursuing world first kills to those who never raid but fish all the time. However, you definitely cannot put them in the same party. It’s the best case if all the members can regularly spend the same amount of time (meaning sacrificing their personal time for other activities), be willing to make progress, value the team’s overall benefits over his own, and always respect others. This has nothing to do with game skills or anything – in fact PVE in WOW is never a skill intensive game. But having this kind of team is by far more difficult than the game itself.

2) There are 10 classes for characters and 3 talent trees for each class, allowing the formation of a 10-person group with various combinations. The boss skill is very versatile, and according to the team’s composition, there are usually different types of strategies that players need to find out themselves. Top tier guilds find out the solution by trial and error, and lower tier guilds can have plenty of resources to find on web. Even with the numerous guides online, you still have to find out the best way that your team can execute with the lowest possibility of error. It’s very common for a team to get stuck at a boss for 50-100 raid attempts.

3) Even if the game is not skill intensive, it is knowledge intensive. The game has a lot of internal mechanisms, which are either announced by Blizzard, or discovered by the community. Some players even spend time building mathematical models and do simulations to find out how to maximize damage / survival ability, and all players participating in raids would have to reference those information for the best performance. This kind of information cannot be found within the game, and the players need to spend extra time on the web to find out.

I was very lucky to have a team like this so that I could enjoy the game. Some of the teammates are my old friends back in college, and some of them are 10 years younger than I am that I have never met in person. Still, while we were playing, we all had the same goal, and I believe we all had the same fun.

I started playing WOW around 5 years ago when it was still relatively new. Stopped twice in the middle, but then came back again when a new version was published. The game has changed a lot since its first version, which is something that we can learn from.

1) In the first version, PVE raiding was so much harder than it is now. I couldn’t even conquer the entry level dungeon at that time before I quit for the first time. At that time, a raid team requires 40 people, and just to get all the people online at the same time is already a huge pain. Everyone in the team had to spend probably over than 50 hours to keep farming for some special gear. Otherwise, it was impossible to survive. Probably less than 1% of the players would be able to get in the final dungeon, let alone experiencing it.

Blizzard clearly tried very hard to fix the problem by finding out a way to satisfy both the uber players and normal players. Right now, a dungeon can be finished by either 10 or 25 people, with the same set of drops (just different in quantity). Each dungeon has a normal mode and a hard mode, where normal mode can be accomplished by a team like ours, and hard mode definitely requires a lot more.

2) The progress of leveling and collecting gears can be repetitive and boring. Blizzard also made a lot of efforts here. They made leveling much more faster, easier to get access to fast mounts, and older version of dungeons much easier. Whenever they have a new version (new dungeons), they nerf the old ones, so that new players would be able to catch up more easily.

Blizzard also spent a lot on designing missions during leveling. A lot of missions have stories behind them, and by helping out the NPCs you get to experience them. Some of them are pretty big stories that are described in series of missions, and some of them are really interesting or sarcastic little things that will make you smile knowingly. Even without the raids, by going through all the missions and experience the story, the game would already be very good.

3) Blizzard is never afraid of changes. They are even notorious for tweaking things back and forth especially for class balancing – one common critique of WOW. Despite that, there are something that never gets changed: for instance, the threat system, which requires a team to have tanks, healers, and damage dealers. This is core of PVE gaming, which requires each member to co-work, rather than having a hero that is better than everyone else. Also, unless you pay other people to play for you, there’s no way to get top gears without participating in the raids, as few of them are trade-able.

You can definitely tell that this game is well designed in all perspectives: story design, world construction, boss skills, game complexity and so on. That’s how Blizzard makes a good game that keeps me playing.

Creavures on Big Fish!

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Creavures on Big Fish Games today! Here’s the link to the game on Bigfishgames.com. Big Fish Games is one of the largest and best places online to buy and play casual games, and having Creavures on Big Fish is another big milestone in getting the game in front of a larger audience. Creavures is currently the PC game of the day with a launch promotion! For all you Big Fish shoppers, use the coupon code NEW50 and you can get the game for only $4.99! The offer expires soon, so take advantage while you can. Looks like the Creaures Mac version will roll out tomorrow so stay tuned for that as well.

To Everyone Who Applied to the 3D Artist and internship Positions

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Hi everyone,
Due to the overwhelming number of people who applied to the positions, we’ve had our hands full getting back to people. We wanted to get back to everyone, but we’ve come to the realization that it’s probably not that feasible. So we’re instead updating everyone via this post.

Currently, we’ve filled the artist positions that we needed, but our needs are constantly changing, as we will likely be working on another project in parallel. If you have not heard back from us, know that we’ve not ignored you. We have your information on file, so we may be able to reach out if we need more help. We will also be taking down the postings shortly.

Thanks very much for applying and the best of luck to everyone.

Win a Signed CreaVures Poster

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TWO CreaVures posters, signed by the artist, will be given away: One to a lucky Facebook fan and the other to a lucky Twitter fan. YOU MAY ENTER BOTH CONTESTS. To enter create a caption for this image.

On Facebook, follow us and enter the caption as a comment to the contest entry. http://www.facebook.com/pages/Muse-Games/69004068449

On Twitter enter the contest by following us and tweet @MuseGames with the caption!

Special Unity Meetup Session Monday June 13th!

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On Monday, June 13th, get ready for a special Unity meetup session here at Muse’s place on 2 things that you will definitely be excited about!

1. Max and Maya workflow that works with Unity – there will be an in-depth look at Unity and the workflow with Max and Maya – then a demonstration how to make a game and build it for the web, iOS and Android.

2. Microsoft Kinect with Unity unveiled!


For this meetup, we have invited Carl Callewaert, Unity expert and evangelist, and Brad Porter, Autodesk expert. For details to the event, please click here!

Carl Callewaert has 10 years experience working in motion capture, 3d animation and game development. His professional experience includes working as a liaison between artists, programmers and sales department on software/hardware development, motion capture pipelines and (mobile) game development. As an Autodesk Certified Instructor and Unity expert, Carl has taught specialized courses and workshops on game engines, key framing, motion capture, photo-realistic rendering, visual effects, modelling, level editing at companies and education institutes. Currently, Carl is Unity evangelist at the award wining company Unity Technologies . He also runs Fundi 3D where he is involved in the production of games. At The Gaming and Animation Institute of Fredericton Carl oversees the 3D gaming programs and runs the eMentorship program.

Experiencing the Steampunk World’s Fair

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The Steampunk World’s Fair took place in Sommerset, NJ this weekend, and we were on hand to experience it all. The con featured ornate, crazy, amazing outfits as well as the people who wore them, and lots of eclectic Steampunk Gear. The venue was small, but that had advantages, as it made the event more lively, for it was jammed packed! The turn out was amazing. We got a ton of costume and gear ideas, and we met with some fans of Guns of Icarus. It’s always gratifying when people who have heard of or played the game give support and compliments.

Here are some photos from the event
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Thanks to everyone who stopped to post for pictures!

Muse Snapshot May 19th

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How do we help Conrad express his frustrations?
This is how:

This is how we act out work, through Creavures

How Make Imaginary Stuff Real (A Guide to 3D Prints)

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A while back we began a kickstarter campaign to raise money for the production of CreaVures and we started playing around with the idea of producing 3D prints. After a little research, we found that we could produce a 3 inch figurine of one of the CreaVures for about 150 dollars, and better yet, we could apply the texture map to it so that our CreaVure had the appropriate coloration!

Here is a simple guide to preparing your own 3D model for 3D printing (Maya version) :

1. We chose a company here in New York called ABC Imaging. They helped us troubleshoot (which there was quite a bit of) and the end product was fantastic. I highly recommend them.

I initially started off by posing each CreaVure using the low poly rigs, taking special care to balance the “weight” of each character so that when it was an actual object with mass, it wouldn’t topple over. I then bundled up the .objs and sent them off to the print company.

Our initial meshes that we used in-game had a few issues. Some of the characters had very thin parts like Zappy’s lantern, or Pokey’s spines. During processing these parts would be very thin and break off, so we needed to go with a character who was sturdy all the way through. Rolly was our gal.

The next step was to make sure she was one mesh. The eyes and shell pieces needed to be combined into a single mesh, and because our game model had such a low mesh resolution, the faceting would show in the final print. Just to give you a general idea, our in game model clocked in at 5,500 tris, and the final 3d print model with reinforced edge loops and a smooth node clocked in at 24,000 tris. Not ideal for games, but pretty sweet for 3D prints.

I had the final mesh ready at last, but because I had packed on so much extra geometry, the UV’s had gone horribly, horribly wrong. So after re-UVing Rolly, I needed to make sure her texture map matched the game model even though the two models now had different UV’s. To do this I used Transfer Maps (Lighting module> Lighting/Shading > Transfer Maps). I also created a ambient light with the ambient shade turned down to 0 and the intensity to 1 to make sure the diffuse map would pick up any default light falloff.  Loaded my low poly Rolly with the correct texture map into the Source Mesh option, and then loaded my high poly model into the Target Mesh (you can see my settings in the attached images).

After the texture was right, we needed to ship the file to our print company. To do this I exported the final mesh with the correcte texture applied as an .fbx type file. The two most important things about this step is that you select “embed media” in the options and make sure that the .fbx type (they change it with every version of Maya) is either Maya 2010 or before. Anything after will not let you include texture information. And that’s it!

A week later we had an adorable bundle waiting for us.

If you have any questions regarding the process, please let me know!