This week we have Matt "Ooghi" Regan talk about the process he uses to create environment textures for NS2. He talks about greebles, normal maps, AO maps and all the other assets that are needed to create a final level texture!

Thanks again to Jon Finger who filmed this and put the whole thing together.

This may be Matt's first "real job" but look at the moves on him!

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We work with specialized offsite contractors which means we can get exactly who we want to work on each piece of art, but requires more feedback and iteration. In this videocast, NS2 Art Director Cory Strader describes this revision and feedback process, illustrated with the "hive" model created by that fantastic Marcus Dublin as a case study.

Thanks to Jon Finger who filmed this (in HD this time!) and put the video together afterwards.

Let us know what you think!

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We just did an interview with NoFrag. Here's an excerpt:

Have you modified the game's basic mechanisms: moving speed, weapons damage, health system, reinforcements system, STR view, etc.

A lot of these numbers use NS1 as a starting point. The marines still spawn from infantry portals the same way but aliens currently spawn from "egg clusters" - eggs are produced at a certain rate and then aliens hatch out of them. They can choose which egg they hatch from and when. Our health system is similar although it's similar to Call of Duty IV in that there is no number on your display, but you definitely know how hurt you are from other feedback.

For our French players, there is a French version here.

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