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How Resident Evil 7’s grossest monsters are made

Resident Evil 7 looks really gross. But, judging by the amount of work going into it, that may be the best compliment it can be given.   Speaking at the 2016 Computer Entertainment Developers Conference, people from Capcom working on Resident Evil 7 showed off some of the ways they’re using photogrammetry to create in-game assets including clothing, environments, characters, and, most interestingly, monsters and wounds. As reported by IGN Japan and Famitsu (translation via NeoGAF), numerous models were shown side-by-side with their in-game counterparts. capturing the mood of “various creepy areas” in Japan Photogrammetry works, put simply, by taking pictures…

Harold Halibut
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Harold Halibut’s handmade world is a celebration of vintage animation

Like so many of the best ideas in history, the idea for Harold Halibut came from a dinner table  conversation. Onat Hekimoglu and others were discussing their love of old stop-motion films. Films like Jason and The Argonauts (1963) and The Valley of The Gwangi (1969). Hekimoglu, the lead writer, designer and composer, explained to me that the origins of his upcoming adventure game Harold Halibut are found in those films of the past. In an era before complex computer graphics, these films used stop-motion photography to create large-scale fights with skeletons, or to wow audiences with massive dinosaurs. Now stop-motion…