Anthony O Donnell

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Anthony O Donnell

Anthony O Donnell

@nathdevlin

Artist likes game art /comic art. Art Director - @d3tltd @CoconutLizard Worked on #AlanWakeRemastered #Motorstorm #Driveclub #LegoDimensions #LEGOMarvel2

warrington Tham gia Nisan 2010
1.1K Đang theo dõi1.1K Người theo dõi
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Matteo Scalera
Matteo Scalera@ScaleraMatteo·
***PLEASE RT!!!*** THE TIME HAS COME: The @kickstarter campaign for THE FOURTH FATHER in collaboration with @inkpulp is finally LIVE!!! f.mtr.cool/hvldrwvlbq Back this project and please, LET EVERYONE KNOW!!! Thanks for the support 🖤🖤🖤
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d3t
d3t@d3tLtd·
We're excited to announce that we'll be at #GDC2026 in San Francisco next week! If you’re in need of a trusted co-development partner or a team to help with a port, remake, or remaster? Let's talk! Get in touch to find out more or to discuss meeting 👉 buff.ly/EUWZpPo
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Vladimir Stepanov
Vladimir Stepanov@vladimirdesigns·
If you are an aspiring 3D environment/prop artist, it's very important that you understand the scarcity of texture memory. Production artists go to great lengths to squeeze the most from the least possible amount of textures. If you are building a portfolio, include pieces that showcase: - trim sheets, - vertex paint masks, - utilization of multiple UV sets, - tiling textures and how you hide their repetition. These works won't get you hundreds of likes, but they'll show that you have the right sensibilities. You don't have to be a tech artist and build an entire pipeline. Just showing that you are aware of those concepts is a strong signal to your future lead. You do need pretty renders and hero props to get likes, establish your name and attract recruiters. But don't ignore the biggest pain point of every single graphics-heavy production. My favorite resources on the topic: - The Ultimate Trim: Texturing Techniques of Sunset Overdrive — Morten Olsen (Insomniac Games) Elegant and lightweight pipeline, almost an art form in itself. - Behind the Art of Battlefield and Battlefront — Joel Zakrisson (DICE) My personal favorite. Love the double UVs and the detail normals. Revisited this article many times over the years. - Cyberpunk 2077: A World Full of Substance — Krzysztof Krzyścin (CDPR) The gargantuan scale of CP2077, vast sightlines, high detail density — CDPR created a miracle. - Driving Innovation: A New Vehicle Pipeline for 'The Last of Us: Part II' — Matthew Johns (Naughty Dog) Helps drive home the actual sizes of used textures. - Building the World of 'The Ascent' — Tor Frick (Neon Giant) Teaches you what does and doesn't matter in production. Shows you how much data you can squeeze from an asset (color masks, mesh maps). - Seaside Town UE4 — Vytautas Katarzis All-time classic. Hyper-optimized doesn't mean ugly. - Old Freight Car — Aleksandr Silantev Very thorough breakdown that takes you deep behind the scenes. - Modular Wood-Shack Kit: Insurgency Sandstorm — Vuk Banovic Beautiful little example of how far you can take a single texture set.
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dannyodwyer was here
dannyodwyer was here@dannyodwyer·
🚨NEW DOC ALERT📷 Our DISCO ELYSIUM series has finally started!! In this first episode we focus on the cultural and personal foundations of the world of Elysium. I sincerely hope you all enjoy what we've worked to hard on this past year and longer. youtube.com/watch?v=eH6mUT…
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GlobalComix
GlobalComix@globalcomix·
Get one year of GlobalComix Gold starting at only $49. Read over 100,000 comics, manga, and toons from indie creators and major publishers. Join here: globalcomix.com/gold?utm_mediu…
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d3t
d3t@d3tLtd·
We’re proud to share that we were named Best Large Studio at last night's Game Republic Awards. This is a testament to our team and the great work that they deliver each day across our studios. Congrats to all the nominees and thank you to the Game Republic team. #GRAwards
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Devolver Digital
Devolver Digital@devolverdigital·
Everything about making video games is harder than you think.
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80 LEVEL
80 LEVEL@80Level·
Take a closer look at the characters of DOOM: The Dark Ages with the amazing artwork created by the artists at id Software. More: 80.lv/articles/a-clo…
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d3t
d3t@d3tLtd·
Can you survive long enough to uncover the truth? The deadly game of hide and seek begins today in IRE: A Prologue. We’re proud to have supported our partners at @prblyMONSTERS on this new franchise alongside fellow @KeywordsStudios, @LakshyaDigital. buff.ly/7QXSYa4
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d3t
d3t@d3tLtd·
Working alongside our partners at ProbablyMonsters and with fellow Keywords Studio, Lakshya Digital. We've enjoyed assisting in bringing the narrative horror title Ire: A Prologue to life. Wishlist the game today. Steam: buff.ly/Jvo2B9S EGS: buff.ly/yj2UJcy
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Anthony O Donnell
Anthony O Donnell@nathdevlin·
@WillFaucherVFX Agreed, what is really needed is a stable image at a solid frame rate. For years I preferred a solid 30 than a fluctuating attempt at 60. Current consoles 1080p / 60FPS is not impossible. 120fps may suit some games, really won’t make a difference to the majority.
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William Faucher
William Faucher@WillFaucherVFX·
Genuine discussion question. In light of the optimization frenzy we have going on lately, is it possible that people's expectations from games have gotten a bit... out of hand? 4k 120 is insane. Halo 3 didn't even run natively at 720p (1152x640), and ran at 30fps. We loved it.
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Millarworld
Millarworld@mrmarkmillar·
The great TwoMorrows Publishing has been a victim of the Diamond Bankruptcy, but remain the most interesting publisher in America. You can support them here, especially if you're a fan of classic comics. Please RT on their behalf... twomorrows.com
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d3t
d3t@d3tLtd·
It's time for you to start the mayhem in #KingOfMeat that launches today on PS5, Xbox Series S|X, and Steam! We’ve been delighted to play a part on this project alongside our partners at @glowmade and @amazongames where we've provided level design and engineering support.
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