🚨Aaron Sims Creative is expanding our asset library on FAB!!! We’ve been building a growing catalog of production-ready creatures, characters, vehicles, and sci-fi assets designed for use in games, cinematics, and real-time pipelines. These assets are created using the same design and development approach we bring to our work across film, games, and advertising, allowing teams to integrate high quality visuals into their projects quickly. Over the coming weeks we’ll be spotlighting individual assets from the library. If you’re developing in Unreal or building new worlds, we invite you to explore the ASC collection on FAB!!! Check out our offerings here: https://lnkd.in/g34GrG43
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ASC Asset Spotlight: HELIX HELIX is a modular sci-fi environment asset designed for use in games, cinematics, and realtime production pipelines. Built with dramatic scale and layered sci-fi design, it’s optimized for Unreal Engine workflows and rapid world building. HELIX is part of the growing Aaron Sims Creative asset library now available on FAB. Take a look and explore the collection: https://lnkd.in/gbTvSSF9
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Nearly a year after release, 𝗖𝗹𝗮𝗶𝗿 𝗢𝗯𝘀𝗰𝘂𝗿: 𝗘𝘅𝗽𝗲𝗱𝗶𝘁𝗶𝗼𝗻 𝟯𝟯 continues to earn a record number of accolades – including multiple BAFTA Games Awards nominations – and stands as one of the game industry’s most celebrated works of art. And for good reason: not only has it resonated with players for its masterful art direction, gameplay, and storytelling, but also for the performances that brought its world to life. At Side, we had the honour of supporting the game’s English voice production from our London studio in close collaboration with Sandfall Interactive and Kepler Interactive, spanning casting, direction, recording, and post-production. In our deep dive article below, you’ll get a closer look at what that actually involved – from insights behind early casting decisions, to the production approach that helped shape emotionally demanding scenes, and the small editorial decisions that made performances feel more natural in-game. 🔗 Read the full case study: https://bit.ly/3NY2SPW
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Bang 💥 Twinkle ✨ Poof 💨 That’s right, it’s our first-ever VFX reel! Visual effects are a crucial component of game development. These digital, real-time elements visually communicate gameplay mechanics and enhance a player’s immersion. During the development of our own game internally, we established a new VFX pipeline and are now proud to offer this as a service for new and existing clients. We’ve got plenty more like this coming your way, and you’ll be able to see even more with the release of the highly anticipated Witchspire. Stay tuned! 👀
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🗺️Quests are the bread and butter of video games, but what does it take to make it? Even for a side quest it takes cross-disciplinary teams to bring it to life. Such as the Nobutsuna's Students side quest in Assassin's Creed Shadows, we're proud this was crafted by our studio! The quest began with extensive research by Scriptwriter Leonard Yip to establish the groundwork before Level Designer Ryan Johnson mapped out the locations and gameplay across the seven bosses, each wielding a distinct weapon type. To add depth, they added narrative touches from environmental storytelling to cinematic cutscenes crafted by Cinematics Designer Joshua Han giving each character a story you can learn. As Ryan recalled working with the others "There was parallel between our journey with that of the player. We had to find best way to tell the story while leveraging on our different strengths. Similar to how the player has to learn and experiment different playstyle to conquer each boss. It's that journey of exploration that makes it exciting."
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A decade in the making, Clockwork Ambrosia reinvents how Metroidvanias fight, Nathan Hiemenz explains how it's made. As well as drawing influence from Capcom's Mega Man X and Slay the Spire, he explains how the art was made: "When my inspirations are like Super Metroid, a pixel-based game, I understand that type of art so I can communicate with the artists about what we're looking for and the best way to make the art work with the game itself as far as gameplay is concerned," he explains. "Art can actually be a big thing for a game as far as how readable it is, and so if an artist doesn't have an innate sense of that it can make things more difficult for players." Read the full interview on Creative Bloq: https://lnkd.in/eGrWdGVB
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Sci-fi world building. FLUX.2 [klein] 4B. Now faster than human perception. Game studios and creative teams are using fast image gen for concept art iteration. Generate 300 environment concepts in under 30 seconds, pick a direction, refine. The model that lets you think faster is the model that wins.
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With the latest Dragon Age: The Veilguard updates and uncertainty about future installments, the series presents an interesting case for narrative design and fan engagement. The patch added a cosmetic bundle and a surprise discount, which pleased some fans but left others still eager for new content. An interesting scenario to explore is: What if a future Dragon Age title took a radically different narrative approach, shifting focus from epic quests to the intimate facets of character relationships? This pivot could reinvigorate storytelling in AAA games. Using our Character Headcanon Generator, writers and designers can craft intricate backstories and motivations, enriching any game world or script. Our tool is here to inspire you to use narrative innovation in your projects: https://lnkd.in/dAtgyX8e
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In games, sound isn’t decoration — it’s gameplay feedback. When I design SFX, I ask: • What should the player feel in 0.2 seconds? • What information must be instantly clear? • How does it layer with music + VO? A good SFX pack is: ✅ readable ✅ consistent ✅ optimized ✅ emotionally aligned If you’re building a game/app and need high-fidelity SFX + clean implementation-ready assets, let’s connect. #GameAudio #SoundDesign #AudioEngineer #IndieDev #GameDev
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In games, sound isn’t decoration — it’s gameplay feedback. When I design SFX, I ask: • What should the player feel in 0.2 seconds? • What information must be instantly clear? • How does it layer with music + VO? A good SFX pack is: ✅ readable ✅ consistent ✅ optimized ✅ emotionally aligned If you’re building a game/app and need high-fidelity SFX + clean implementation-ready assets, let’s connect. #GameAudio #SoundDesign #AudioEngineer #IndieDev #GameDev
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The ocean has a beat. 🌊 Following the strong reception of the Darwin’s Paradox! playable demo and its collaboration with Metal Gear Solid , we wanted to go one step further in how we communicate around the game. At ZDT Studio, we believe a game universe can extend beyond gameplay. This led to the creation of a truly original asset: “Back to the Sea”, a musical piece conceived as both a standalone experience and an extension of the game’s world. Created by ZDT Studio and written, composed and performed by Franck Lascombes, the project brings together in-game visuals and original animation in a unique format, at the crossroads of video games, music and storytelling. It’s not just a trailer. It’s another way to experience Darwin’s journey. 🐙
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