When You're Gone explores through gameplay and motion comics the feelings of love, but more importantly those of loss and loneliness.
Yes of course, you may call me whatever you fancy, citizen!
Woah, that's a bit thicker then the stuff I worked with, although, it seems like the back and forth importing/exporting is still present even in a more professional stage of game development.
Unity is a solid choice of an engine, I used to mess around alot in the Unreal Engine 3, which was a bit of a hassle seeing it wasn't very flexible to work with.
I gave Unity a try and it was alot better, if not, then atleast it was more pleasant to work with.
Ps. I'm on sick leave.
@The God Emperor of Mankind
Is it allright if we call you TGEoM? saves some finger dancing.
To answer your question : We make our 3D assets in Maya first (lowpoly) then export them to Z-brush were we polish them and tweak small things (highpoly) we then use the Decimation Master zplugin (or more delicate pieces by hand) to reduce the amount of polys before importing it back into maya where they are animated (lowpoly)
After all that is complete we export it to our game engine of choice, Unity 4, with a normal map made from the high poly version.
I hope that answers your question!
Ps. you should get some rest, but being TGEoM has to be a lot of work?
May I ask what engine will When You're Gone run on?
I remember the Sam model was made with Z-brush, but do you use other modelling programs aswell? Does Z-brush fill the functions that I'd use 3DSmax or Maya for?
Or maybe you make the models in Z-brush, animate them in Maya and import them to the game engine?
Excuse me if my question is a bit messy, I haven't slept in two days.