3D
Preparing a trailer for Astlan
0Today, as we have planned a walk to the Aerotrain’s test site, I decided to bring my iPhone and a tripod.
The Aerotrain railway makes a perfect landscape to create a fun & intriguing trailer for my (almost finished) game ‘Astlan’.

For the record, the Aerotrain prototype was designed during the 70′s as an high-speed alternative to the regular railways. A test site running on 25km, made of a concrete rail was built in order to test this prototype (max speed recorded was around 400km/h).
Nowadays, only the concrete rail remains, making a perfect place for urban exploration.
Here are a few mockups I made of the kind of framing I want to shoot once on the site. We’ll see if the final result is close enough. Or not




Ideas for my next project
0While it is too early to expose here the idea I have regarding my next game project, I can say it will involve robots…animated robots.
The challenge here will be to animate the robots using a procedural technique as I want them to be able to place their hands randomly.
For this purpose I will probably use two things :
1. This robot I modeled years ago (here in a shameless photoshopping)
2. The physic engine of GameStart, and especially joints, to assemble a sort of ragdoll, so that I shall only need to animate the hands if I want to move the arms
Stay tuned.
I need to finish and release Astlan first, anyway!
MediéCross.
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The project :
Make a game for the AGBIC Contest on www.tigsource.com. Every contestant has one month to make and finish a game. The theme here is to get inspiration for an imaginary Japanese game cartridge.
I choosed this one, for his nice orange clay look :
Preview :
Here’s a small peak of the game, so far :
This level was designed with www.gamestart3d.com , as usual, with the assets below :
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Trying to model an outdoor scene.
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All these dark level designs I previously started made me feel a bit gloomy… Going outside for a bicycle ride, and visiting the huge city of Berlin, I felt I should imagine something less confined, so I started to doodle this open air design.
I tried to imagine some sort of lost ruin, up in the sky, that the player would reach through a long way made of traps & elevators.
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The screenshots were grabbed directly from the engine, with infinite shadow maps & SSAO, yaye
Into the sewer …
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Going further with the experiments in GameStart, I started to design a room with a typical “sewer atmosphere” … It was rather promising, then Emman added a water reflection FX on it, and then it looks really awesome.
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Trying my 3d assets into the latest engine
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Just testing, to see how much work I’ll need to get that visually working into the new engine, without too much work.
As it seems, it just work PERFECTLY
‘Been playing with the realtime post process, ssao, video noise & large radius bloom are my favorites !
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Things to do when you just installed 3DSMax
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Adandonned House | Realtime remixed
0At long last, I finally managed to get something with this scene. After having almost re-modeled everything, and UV-unfolded the meshes properly, I found how much it was easy to paint the textures in Modo.
Here is it, realtime screenshot, directly from Barr’s nEngine :

Thanks to Jibifaak for the helping hand on Modo.
Prop #0 / Steam Mainframe
0Just made a prop for Panzer Planet : a Steam Mainframe, ie a steam operated large scale computer.
Where’s the steam ? Where’s the computer ? No idea

Screenshots directly from the 3D engine, btw.





