No massive insite into the world of game-dev in this post, but I do have some candy for you. ;) The more observant will notice a few differences in this screenshot compared to others. The main one is the lack of Hyper Storage Device in the corner. I have streamlined the interface even more, and hidden it as much as possible. The 'ACCESS' button will open up the Inventory (in a cool foldy/swingy out animation thingy) by hovering over it, and the inventory will close automatically when you are finished with it. This has really helped, because I found myself designing levels around the interface-which is something I really wasnt happy with! Im quite enjoying the fact that the screen is pretty much entirely dedicated to the environment now. The second thing is the new clothing that Maracheck is wearing

As requested, here is a timelapse of a level being constructed in 3D. Its important to note that this is only about 2 hours of work, with a full level usually requiring around 12 hours-so we are at around 10% complete here. But this gives a pretty good idea about how I work when putting together a level. From here, I would render out the animated areas, and put them into the engine. I will record that process when I get there. :) TIME LAPSE VIDEO -Chris

Hey Guys, Unfortunately I havent had a massive amount of time to work on STASIS this past week-but did take a moment to create some new CONSTRUCTS for the levels. These are essentially genertic building blocks, which I use to 'flesh out' the game levels. Most of these CONSTRUCTS are really generic components. Pipes, wall pieces, furniture, computer consols. So while each screen still has a massive amount of custom modeling (each room has completely unique 'stuff' in it), having a library of these items really helps. I use a library asset management system inside MAX, which has each CONSTRUCT labled under its room type. Medical, Corridor, Hero, Dead Bodies, Military, etc. These ones here are just a few randoms to show you. :) I do have a blog post planned where Ill go a little more indepth into how I create these, and how I put everything into the engine. -Chris

GAMES AREN'T FILMS. The past week has been VERY exciting for me. Ill admit, I was stuck. Call it writers block, artistic burnout, or just plain 'middle of the year' depression, but I found I was constantly circling the same areas of the game, affraid to move forward, because I knew that I just wasnt happy with where I was going. But I did what any rational artist (ha!) does, and took a step back. The problem I saw was that I was basing so much of what I was trying to achieve through the pacing of films-a medium that I love. But the truth is that games arent films, and films arent games. They each run on a completely separate set of rules. While a film can have a set 3 act structure, action points, highs and lows, turning point etc-a game doesn't have that luxury. Now Im not talking about the story-but rather the pacing. I love slow movies. I love those times INBETWEEN the times that characters are doing things. The journey TO the Derelict in ALIEN. The conversations about how they are fortifying the base in ALIENS. The long speeches in Inglorious Basterds. But you cant have those moments in a game. A game, by