Dark Ocean
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ARTISTS
Arantza Marichalar
—
Email
:
[email protected]
–
Portfolio:
http://arantzamarichalar.wordpress.com
Art Direction.
Texturing, mapping and modelling of the swimming pool level.
Lightmap of the swimming pool level.
General Lighting of the swimming pool level.
Texturing, mapping and modelling of the casino level.
Lightmap of the casino level.
General Lighting of the casino level.
Modelling, texturing and mapping of the shop in the hall.
Modelling, texturing, mapping and rigging of the enemies.
Animation of the enemies.
Animation for the falling down of the casino lamp.
2d concepts for the introduction of the game.
2d design of the maps inside the game.
2d HUD.
Particles of fire.
Some objects for the hall level and the emergency corridor.
Alejandro Palacios
–
Email:
[email protected]
–
Portfolio:
http://www.palaciosalvarez.com
Art Direction.
Texturing, mapping and modelling of the hall level.
Lightmap of the hall level.
General Lighting of the hall level.
Texturing, mapping and modelling of the corridor level.
General Lighting of the corridor level.
Animation for the falling down of the ceiling in the corridor and the wall in the hall.
Modelling, texturing, mapping and rigging of the main character.
Animation of the main character.
Modelling, texturing, mapping of items and weapons.
2d design of the inventory.
2d design of the tutorial tips.
Particles of smoke, vapor and dust.
Some objects for the swimming pool level and the casino.
PROGRAMMERS
Kévin Sánchez
–
Email:
[email protected]
Project Management.
LUA integration.
BASS integration.
Camera management: controllers, interpolation, shake camera, first person camera.
Mobile geometry management: doors, elevators, etc.
Game State management: menus, inventary, maps, transitions, etc.
Triggers management: non-axis aligned.
Trackers management, for cameras, enemies and player.
Configuration management, screen resolution, file paths, audio volume etc.
2D display management: HUD, messages, subtitles, etc.
Audio management: fade in-out and 3D audio support.
Graphics pipeline modelization.
Shaders: Motion blur, Depth of field, film grain.
Rigid animations management.
Enemies A.I. and animations management.
All the cinematics in the game: creation of cameras “on the fly” to manage cinematics.
Scripting.
Exporters: triggers, rigid animations, mobile geometry, camera configurations and 3D sounds.
David Mariscal
–
Email:
[email protected]
–
Personal web
:
http://davidmariscal.wordpress.com/
Project Management.
Bullet integration.
Cal3D integration.
Game States: menu management.
Checkpoints management.
Skeletal animation management: support for various meshes at the same skeleton.
Graphics pipeline and rendering management: multi render target support, various optimizations.
Physics management: Rigid objects, Kinematic objects, Kinematic character controller, triangle mesh scenario collision.
Raytesting support and physics debug.
Collision mesh importer from 3D studio.
Basic shaders: skinning, normal mapping, extra alpha channel for the diffuse color.
Dynamic lightning: deferred shading (light pre pass).
Flashlight and soft shadows shader.
Bloom, god rays and SSAO.
Other shaders: Water with scenario reflection and transparency, pixel fog, camera flash, puddle decals on geometry.
Frustrum culling: geometry, lights, characters.
Player management: animations and automata.
Enemies pathfinding.
Sound effects edition and integration.
Collision meshes of all levels.
Integration of all animations and levels.
Scripting.
Scenario and animations exporter tool.
Exporters: geometry, enemies and waypoints, trackers, puddles, lights, dynamic and static objects for physics, characters.
Ester Arroyo
–
Email:
[email protected]
Particles integration.
Particles tool.
Particles: Flare, sprayer, smoke, halos.
Shaders: particles, glow.
Items and weapons management.
Exporters: items, particles.
MUSIC
Oliver Moya Bueno
–
Email:
[email protected]
–
Personal web
:
http://www.myspace.com/evilor
Original Soundtrack composing.
Sound design.
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