cheers charlieton, heya Mathias, is he holding someone's hand and guiding them or something else? the gestures remind me of kids playing soccer.
here's some of the activities I'm upto, it's for the AVCON (Anime and Video-game Convention) an annual event here in Adelaide, I've found myself as an exhibitor with my own table, So I'm putting together an exploration game set on an anonymous moon. leveraging the Blender Game engine to make production rapid, and also to showcase it's capabilities, I've been wrapping my head around screen space shaders, and thanks to the blender community have some impressive features implemented already, including SSAO, Light Scattering, HDR with simulated eye adaption, Tonemapping, vignetting and noise. also through the bullet physics Library there is Occlusion culling so my detail can be quite dense without issue (if i implement the right level design approach)
from my prototype
and just a screen shader and occlusion culling test
and here is another project I am active on
cityscape for skybox scene.
and a few props.
cyberpunk retro title, the programmer whom's project it is has just upgraded his working level editor from BSP (Binary Space Partitioning, what doom and Quake used) to CSG (Constructive Solid Geometry, what Unreal Ed uses) I've done 3 iterations of the environment style so far and it looks like pixel level with specularity etc is what we'll be doing, kinda retro meets modern.
oh hope these images aren't too big, if it's an issue i can reduce them or link to them.