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I would just love to see a thick black and grey smoke slowly sweeping throughout the battlefield and to see smoke and dust linger for several seconds after various explosions and impacts – however…
this will destroy the performance and the frame-rate will drop through the floor, making everybody curse at me and scream and yell and shake their fists in my general direction! SO…
Felber… Felber… Felber… It is one of the names one hears quite a lot both here at Reto HQ and in the forums. We are currently working as fast as we can getting this build stable and while stabilizing code, the people whose things are done and working are moving on to the NEXT build. As the observant reader will have noticed the builds are named alphabetically and those of you who are fond of tanks will probably have a very good guess at the name for the next build :-)
We have made a videolog detailing some of the features in the current Eisenhower build, take a look further down for a link to this video, but if you have a beta-key come and take a look for yourself. We are constantly doing our very best to improve the game and both add new content and features and improve stability.
Other than that, it is a bright clear day here in Copenhagen, sunny but cold and in a short while I am going to play Sabaton’s song “Screaming Eagles” as loud as my speakers can manage! :-)
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Reto.BombeBo is our in-house special effects ninja! Today he emerged from a nicely rendered cloud of smoke with a blog post about…. Smoke! – Reto.Robotron3000
Today I’ll show you guys how animated particle textures are used for making fake volumetric smoke effects.
When making smoke with simple particles the result is often a little flat looking. To beef up the complexity and give the smoke a volumetric look – animated textures are the way to go.
This is an example of a generic smoke texture:
Once in a while we feature one of the developers from the team and tell you a bit about who they are and what they are working on. This time it’s our trigger happy Effects Artist Bo Heidelberg aka. Reto.BomberBo.
What is your gamertag in Heroes & Generals, and what’s the story behind it?
Reto.BomberBo – because I love guns and explosions!
What is your position at Reto-Moto?
Senior Visual Effects Artist – I’m making gunshots and explosions look good!
For how long have you been working here?
Since December 1st 2011.
What games have you worked on?
Hitman: Blood Money
Kane & Lynch: Dead Men.
Which tools do you use for making Heroes & Generals?
Softimage XSI, Photoshop and FumeFX.
What are your hobbies?
Making electronic music, traveling and watching movies.
What’s the best thing about Heroes & Generals?
The endless possibilities for the future development of the game and the intensity of the battles.