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News
X-mas prezzy from DBD
December 23, 2008, 04:03:38 PM by Jey
Its been some time since we have posted an update. I would like to blame the delay entirely on the wait for the editor, however that is not the entire truth. We are in desperate need of character artists to join our team, this is the only thing that is slowing our progress at Death by Design. So please if you know anyone who has some talent in this area please get them in touch with me or another lead at DbD.
This update I really want to show you some of the work of our Art team. They have been working really hard along with the level designers to make this game unique. Enjoy.
Ramza394:
Ramza has been working on buildings for McGinges level. I'm sure you will agree with me that he's done an excellent job on both the models and the textures[/center]
McGreed:
Mcgreed has been working hard on bringing us lots of new assets. One we are most excited about it the super soaker flame thrower. Really glad to have you on the team McGreed, you are very talented
St.Sabath:
St.Sabath has also been working extremely hard on making buildings for Ocon.Thanks for all you hard work mate, its looking great..
Have a great Christmas everyone
28 Months Later August 2008 Update
August 11, 2008, 08:46:50 AM by Jey
We have had a busy couple of months at Death by Design. We have made some great progress with the mod, some of which I will show you today. We have had some great new talent join the team in all areas of development.
With Crysis Warhead coming soon, i think its only fair that I tell you all now, the first public build of 28 Months Later will be on Warhead. We are doing this largely for the new features and engine stability, this should provide you with a much smoother experience, plus open the mod up to people with not such powerfull PCs.
So here are some examples of the work that has been done these past two months.
ART
Forrest Stephan:
Vintovka:

Our lead texture artist decided to spend some time learning to model.
I am sure you will agree with me that he has done a great job off this AN94
Dgoek:
Ramza:

Here is some work from one of our newest members .
He has been working very hard for us, I will have lots to show from him in the next update.
M-562 and Kingpin:

M-562 has really started coming into his own in modelling. He did a great job on this colt 45.
It gives me great pleasure to welcome Kingpin to the team as a dedicated texture artist,
as you can see from this colt he is great at what he does.
St.Sabath:

Last but not least one of our longer lasting members has been churning out buildings for the Paris map.
I will be showing off those when all the textures are complete.
ANIMATION
Mephisto and IchII3D:
IchII3D has been working in a motion capture studio,
here you can see him doing some initial Mo-Cap trials
IchII3d and Dendy have been cleaning up the Mo-Cap data and importing it into 3D Studio max
Mephisto test imports the data into Sandbox.
TUTORIALS
Part 1 - Creating a non-destructible object
Forrest will take you through modelling buildings for use in CryEngine2 using 3ds Max
Part 2 - Texturing the non-destructible object
Forrest demonstates how to cost effectively texture your buildings for CryEngine2
Full body Animation Export
Mephisto takes you through the basics of animating a biped in 3ds Max for use in CryEngine2
Well thats it from this update, I look forward to showing you more next time.
Please note we are still recruiting in all areas except for level design. So if your interested in helping out, please register on our forums and shoot me a pm - 28 Months Later - Index
June 01, 2008, 04:12:13 PM by Jey
We have had an exciting couple of months at Death by Design. So we are very pleased to tell you more about one of our biggest additions which we mentioned last update.
Singleplayer
Last update we announced to you that we are going to be doing a single player story for the mod, well now we would like to tell you a bit more about what makes our single player quite different from all the other games out there. We have discussed before how each large game update will be a new campaign. The campaigns are made up of a overall story mixed in with stories from other survivors the player encounters throughout the main gameplay. We call this approach Survival Stories. The basic premise of this approach is that it allows us to give is you a great “zombie” game quickly but also continually without most of the strains normally associated with making a large mod game in one whole shot. You will start off fighting for your survival in the prospect of finding a nearby refugee camp, this you'll find though is your interactive story board. You can wander around the refugee camp and talk with other survivors. All while you wait for a good time to head back out in hopes of getting ahead of the infection. Maybe there is somewhere better secured and prepared for the infection. You'll find the survivors will tell you of the horror they went through before they ended up in the camp, even to the point that it feels so hauntingly real, that your actually in their shoes reliving those hellish moments.
With this in mind you can imagine how wild our level designers are going. Meaning their levels can be based at any time within the 28 months since the beginning of the infection. Some levels will be as the infection hits an area for the first time, others will be much later.
The 28 Months Later team has been hard at work in trying to bring this total conversion mod to life. In order to do this we needed custom models and lots of them. This means a motivated yet skilled team of modelers needed to step up and a special thanks to the modellers for doing so. We have had people like D.Goeck and Sideshowbob come in from other teams and contribute exceptionally, working along side our already existing 28 Months Later modelers.
I'm sure by now your itching to see some pictures, so I will start by showing you some of the level design thats been going on.
Levels
The following are taken from Amsterdamned. Duruk has been working very hard on this, with the help of D.Goeck, F.Stephan, Vintovka and Jey on the props.


Models
What game would be complete without an AK47? Here is another fine example of Falco's modelling.

Frogfish has been working hard on some vehicles for us. Here's a model of a cab, though we should mention this wont feature untill the second campaign.

We express our endless gratitude to Cryrecon who have joined forces with us now. D.Goeck has been furiously modelling props for use in both mods. Here you can see a good selection of his fantastic work:

As mentioned before, Sideshowbob who resides heavily on the crymod forums, has been doing some aditional work for Death by Design. Dont expect to be going round over powering the infected in the stryker all the time though, we're not going to make it that easy for you



These folowing pictures are a work in progress shot of the Barret Rec7 made by Jey. Please note this is the high polly mesh and it has not been textured yet:


Textures
Vintovka has been doing wonders for us in all art departments, but seeing as we premoted him to "lead texture artist", I thought it would be be fitting to show you what he does best. All the textures in this picture Vintovka created from scratch, including all the special maps:

Community
Recently we have been trying to help out the modding community for Crysis by contributing to the tutorials scene. For example, our lead animation Mephisto03 has been adding references and tutorials to the CryWiki (found here), forming the majority of the animation guides on the Crymod based site. In addition, our lead modeller fstephan has been working on creating an easy to follow video tutorial for the community regarding the texturing workflow for 3D Studio Max. Here is a sneak peek at the hut that he'll take you through texturing:

Music
Finally as we're not giving you any videos this time we thought we would share with you a taster of the sound track that is being composed and produced by TVM. This piece will feature in the hospital level, note all the apropriate hospital sounds used throught the song to add to the atmoshpere of the level. http://www.deathbydesign.net/downloads/28ml/pictures/update2/MS_test_07.mp3
So that now brings us to the end of this update, we hope that you are still as excited as we are about this mod. In the next large update we will be showing you are custom infected models in game, fully animated, with our dissmemberment system in place.
9 comments | Write Comment
Singleplayer
Last update we announced to you that we are going to be doing a single player story for the mod, well now we would like to tell you a bit more about what makes our single player quite different from all the other games out there. We have discussed before how each large game update will be a new campaign. The campaigns are made up of a overall story mixed in with stories from other survivors the player encounters throughout the main gameplay. We call this approach Survival Stories. The basic premise of this approach is that it allows us to give is you a great “zombie” game quickly but also continually without most of the strains normally associated with making a large mod game in one whole shot. You will start off fighting for your survival in the prospect of finding a nearby refugee camp, this you'll find though is your interactive story board. You can wander around the refugee camp and talk with other survivors. All while you wait for a good time to head back out in hopes of getting ahead of the infection. Maybe there is somewhere better secured and prepared for the infection. You'll find the survivors will tell you of the horror they went through before they ended up in the camp, even to the point that it feels so hauntingly real, that your actually in their shoes reliving those hellish moments.
With this in mind you can imagine how wild our level designers are going. Meaning their levels can be based at any time within the 28 months since the beginning of the infection. Some levels will be as the infection hits an area for the first time, others will be much later.
The 28 Months Later team has been hard at work in trying to bring this total conversion mod to life. In order to do this we needed custom models and lots of them. This means a motivated yet skilled team of modelers needed to step up and a special thanks to the modellers for doing so. We have had people like D.Goeck and Sideshowbob come in from other teams and contribute exceptionally, working along side our already existing 28 Months Later modelers.
I'm sure by now your itching to see some pictures, so I will start by showing you some of the level design thats been going on.
Levels
The following are taken from Amsterdamned. Duruk has been working very hard on this, with the help of D.Goeck, F.Stephan, Vintovka and Jey on the props.


Models
What game would be complete without an AK47? Here is another fine example of Falco's modelling.

Frogfish has been working hard on some vehicles for us. Here's a model of a cab, though we should mention this wont feature untill the second campaign.

We express our endless gratitude to Cryrecon who have joined forces with us now. D.Goeck has been furiously modelling props for use in both mods. Here you can see a good selection of his fantastic work:

As mentioned before, Sideshowbob who resides heavily on the crymod forums, has been doing some aditional work for Death by Design. Dont expect to be going round over powering the infected in the stryker all the time though, we're not going to make it that easy for you




These folowing pictures are a work in progress shot of the Barret Rec7 made by Jey. Please note this is the high polly mesh and it has not been textured yet:


Textures
Vintovka has been doing wonders for us in all art departments, but seeing as we premoted him to "lead texture artist", I thought it would be be fitting to show you what he does best. All the textures in this picture Vintovka created from scratch, including all the special maps:

Community
Recently we have been trying to help out the modding community for Crysis by contributing to the tutorials scene. For example, our lead animation Mephisto03 has been adding references and tutorials to the CryWiki (found here), forming the majority of the animation guides on the Crymod based site. In addition, our lead modeller fstephan has been working on creating an easy to follow video tutorial for the community regarding the texturing workflow for 3D Studio Max. Here is a sneak peek at the hut that he'll take you through texturing:

Music
Finally as we're not giving you any videos this time we thought we would share with you a taster of the sound track that is being composed and produced by TVM. This piece will feature in the hospital level, note all the apropriate hospital sounds used throught the song to add to the atmoshpere of the level. http://www.deathbydesign.net/downloads/28ml/pictures/update2/MS_test_07.mp3
So that now brings us to the end of this update, we hope that you are still as excited as we are about this mod. In the next large update we will be showing you are custom infected models in game, fully animated, with our dissmemberment system in place.
Congratulations Death By Design Member...
May 27, 2008, 12:07:05 AM by Mephisto03
Many Death by Design developers have come and gone, but look at the team and you'll see its not going anywhere. Heres is a congratulatory list of developers who have moved forward not only with modding but getting into the industry as a professional.
8 comments | Write Comment
We're recruiting
April 29, 2008, 07:57:34 AM by Jey
As some of you are aware we have recently lost two of our main coders, these are entirely for personal reasons and we're very sad to see them go. We need to press on as we don't want to disappoint our dedicated fans. Right now the gameplay coding has been halted until we can rebuild this team. Do not worry though everyone else is still working very hard, we have loads of new stuff that we will be showing you in the next news update. Plus I should mention that already we have been collaberating with Cryrecon and we are working on some really exciting new features for both our mods
So we are looking for a new team of coders and one person to lead this new team. We are looking for people of all levels though there wont be as many junior roles as a there will be experienced. Coders must have a working knowledge of C++ and must have had prior experience in modding or professional game development. All applications must be sent to me via pm, or alternately come talk to me on ventrilo.
We are also looking to recruit more artists both 3D and 2D. We are looking for experienced artists only as we have a high standard we aim to maintain. All applications for 3D artist please send via PM to fstephan and all 2D applications to Vintovka.
We look forward to receiving your applications and hopfully working with you in the future.
19 comments | Write Comment
So we are looking for a new team of coders and one person to lead this new team. We are looking for people of all levels though there wont be as many junior roles as a there will be experienced. Coders must have a working knowledge of C++ and must have had prior experience in modding or professional game development. All applications must be sent to me via pm, or alternately come talk to me on ventrilo.
We are also looking to recruit more artists both 3D and 2D. We are looking for experienced artists only as we have a high standard we aim to maintain. All applications for 3D artist please send via PM to fstephan and all 2D applications to Vintovka.
We look forward to receiving your applications and hopfully working with you in the future.

















