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Game Developers
modo is a favorite tool for game developers creating everything from mobile apps to best-selling titles for desktop PC’s and consoles. Game developers use modo for level creation, character and prop modeling and texture asset creation. modo is often used as the primary 3D content creation tool by game development teams, or in conjunction with other 3D tools as part of a pipeline. modo has many specialized tools for game developers and was a winner of renowned Game Developer Front Line Award (Best Art Tool category) for 2006 and was nominated as a finalist in 2009 as well.
Welcome Unity Users
Luxology joined game developers, publishers, enthusiasts and others interested in the Unity game engine platform recently at the Unite 11 Conference in San Francisco. Find out more information about using Unity and modo together.
id Software Employs modo to Model Assets for Highly Anticipated Game "Rage"
MOUNTAIN VIEW, Calif. – Oct. 4, 2011 – The designers of id Software’s game title Rage populated their post-apocalyptic game with incredibly realistic objects, textures and environments. Most of the game’s models that are integral for gameplay, like the props, weapons and vehicles, were built in modo. Designers found modo to be an ideal tool for level design as well.
Seneca Menard, Lead Technical Designer at id Software, talks about the titles he has worked on (Quake III Arena, Doom 3 and most recently Rage and Doom 4) and the different areas he has worked in, including characters, lighting, textures, map objects, level designs, game play and scripting. He explains why he likes to use modo for game level design and mentions some of his favorite tips and tricks:
“We at id have been using modo since day one, most recently using it for the majority of the work on Rage and Doom 4. We use it not only for the majority of the models being used in the game, but also for the majority of the levels as well, because we really enjoy the precise control we get over our level work that would just be impossible to do with only brushes or modular models.”
Bonus Audio Interview
Listen to a second Seneca Menard interview, conducted by Luxology’s Brad Peebler in March 2010. Just click the play button on the audio control above to begin.
Read our Luxology Game Development White Paper
Advantages of a multi-product games pipeline for 3D asset production —
Augmenting the modern games pipeline with modo.
John Hayes
John Hayes worked as a Lead Character Artist at Sega Studios in San Francisco. In this modo customer profile, John talks about his work on Golden Axe: Beast Rider™, developed for the Sony Playstation 3 and Microsoft 360 platforms.
Unity to Provide Direct Import Capabilities for modo
MOUNTAIN VIEW, Calif., – Feb. 14, 2011 – Unity 3.2, the popular game development tool, now natively imports modo 501 files that have been saved to Luxology’s .LXO format. Converted files are visible in the Project View inside of Unity.
Eden Games Utilizes Luxology's modo on Recently Released Test Drive Unlimited 2
GDC – SAN FRANCISCO, Calif., – Feb. 28, 2011 – French game development studio, Eden Games, has recently used modo, Luxology’s 3D modeling, painting and rendering software, to help the company transform the multiplayer driving game genre with the company’s newest innovative and highly anticipated title, the action-packed release of Test Drive Unlimited 2 (TDU2).
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