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Written by Brian Quach
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Friday, 20 March 2009 19:53 |
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It's finally out! We've been sitting on Reaction for a while, and now everyone will get a chance to play what we've been working on. I won't say it's complete, but what you'll get is hopefully something interesting and more importantly, worth playing.
Click on the dowload links around the page to be taken straight to our section on ModDB! |
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Media Update [2009 March 08] |
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Written by Brian Quach
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Monday, 09 March 2009 16:14 |
We have some new items up for your media-viewing pleasure. There are 12 new images and 2 videos available for Reaction. The videos are available for download in high resolution, at 1280x720 (or as the buzzword people call it, 720p).
Feel free to let us know by
This e-mail address is being protected from spambots. You need JavaScript enabled to view it
or by leaving a comment for Sensory Overload Games @ ModDB.com. |
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Written by Brian Quach
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Monday, 09 March 2009 16:01 |
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Reaction has had quite a lifecycle, with a lot of people coming and going within the team. However, that does not diminish their accomplishment or their contributions to the project. We would like to recognize everyone who has helped the project, whether if it was by a single piece of concept art or an entire level. |
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Read more...
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Written by Brian Quach
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Tuesday, 03 March 2009 16:11 |
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Reaction is a Single Player mod for Valve's Half-Life 2: Episode 1. This game is a showcase for the design and artwork of Sensory Overload team. It is a fast-paced third-person shooter, retaining a very light RPG gameplay element.
History This project began as a school collaboration between 3 students at the University of California Irvine, as a part of a Game Development course, and the Game Art students at the Laguna College of Art and Design. That was nearly a year ago, in April of 2008. Since then there have been many hitches and many strides made as the team learned the nuances of game development, from creating art in an applicable sense, learning about how to handle renderers, shaders and working with tools from engines to 3rd party software for them. Even beyond the physical sense, there was much knowledge gained in the form of working with pre-existing code, creating new code for our modification, and even learning the meaning of a producer's role in a project. |
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Last Updated on Tuesday, 03 March 2009 16:52 |
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