Aydin Afzoud
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Attending Devcom as a speaker

20/8/2019

 
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I've been attending Devcom 19, it's been two days jam packed with talks and show cases. On Monday we also had a panel moderated by Dean Takahashi where we talked about the design challenges in Wolfenstein Youngblood when going from a linear single player experience to a more open co-op structure.

​The panel went really well with some really good questions from the crowd. It's always fun to connect with fellow developers and share experiences! Today it's time to check out Gamescom before hopping on a flight back to Sweden.

Learning Blender 2.8: The Blendering

14/8/2019

 
I have been poking around in blender 2.8, doing some tutorials. And I gotta say it's starting to stick! I think I will print out a cheat sheet for some of the shortcuts and use for a while. 

I have been checking out Grant Abbit's blender tutorials for complete beginners, and ended up with this well! The main purpose was me learning the program, the tools and how to model in blender, but I think I will dig in a bit more into lighting too, because good lighting does soooo much for presentation. Anyhow, here is my little well
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Picking up Blender again

6/8/2019

 
Long time no see! I have been busy with game development as we wrapped up and released Wolfenstein: Youngblood. And after some much needed vacation I am back. And now I am poking around a bit in blender!

My first attempt at blender was 10 years ago when I was struck by the steep learning curve, unintuitive input (right click to select, what?) and brutal UI. So like many others I just wrote it off as a bloated, undirected, esoteric opensource project, and I moved on to Autodesk 3D Studio Max... Fast forward a decade and the Blender community have released Blender 2.8. There is much buzz about this release, and a lot of big industry actors have thrown their weight behind it. I downloaded it, and I got to say that I am very impressed by it! Totally new UI, visible tools instead of complex undocumented shortcuts, normal inputs, and a real-time viewport. It's a powerful tool that has a lot of potential. 

Right now it seems like biggest driving factor in blender development is animation and compositing, and the modelling side is lacking a bit in comparison, but I hope that the attention of gamedev giants such as Epic and Ubisoft nudges the development in a direction where Blender can become the one-stop shop for all gamedev 3D needs.

Check it out
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    Blog

    The blog of Aydin Afzoud, Senior Game Designer at MachineGames. 

    I upload stuff every now and then, mainly to keep a record. 
    ​
    My opinions are my own and not those of my employer. 


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