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TS Rewind Update (2015-08-24) - A Level Teaser Appears

We have been quiet over the past couple weeks. Our bad. Some of us have taken vacation (I myself plan to travel to Seattle to attend PAX Prime this weekend, and sorry, but we are not previewing the game yet, but I hope we can exhibit the game in an event when possible.) Others have been quietly putting time into other assets needed to bolster content on the project. For instance, I have been putting a lot of time into Streets over the past couple months, but about three weeks ago, I formulated a solid strategy on recreating one level in particular. Today, I will show you some of the work; however, this is perhaps the only time anyone out there will be able to view this work, as these are collision bounds that will not be seen from in-game.

Level teaser

Now you may ask that this looks very blocky, and you would be correct. However, I decided to "work from the foundation" and create these bounds as close to the original geometry as possible. And so I have finished all bounds on the unique geometry, and are now planning the next course of action - beautifying the unique geometry. This will involve serious modification to said geometry, and also create new geometry and bounds to reflect something in nature to this map, the successor to it as a campaign level in the next game, and other pieces of work I or the original designer for the map has been inspired by. Well, I may have given away which map this is just from that last sentence, but I would like to see if anyone could shout it out in the comments.

I was informed by Damian that he will be releasing a video soon on the progress he has made on his levels, so I will be posting those when they are ready.

Also, we have had quite a few people apply to the team recently. Thank you, and we hope to find even more people to get this game out the door sooner!

As a final word: 18 years ago, GoldenEye 64 was released to the masses and had kicked off the idea for a certain five individuals from Rare start their own game studio. From this came Free Radical Design, the guys mainly known for the TimeSplitters series. Back to Rare, though - congratulations on creating such a well-known and respected game, for telling the world that there is a console market for the shooter genre!

TS Rewind Update (2015-08-04)

Good afternoon / evening everyone, I am compelled to share a couple things with the community today.

First off, we do not have any new media to share today. But before you start putting Fingers on triggers (and subsequently pointing guns at my head,) I want to assure you that we are not working any less diligently. In fact, Alfred is close to showing off not just a character, but a weapon he redesigned himself. I have to say that both are particularly impressive in separate ways. Hopefully it will not be too long before we can show those off.

Momotaro has also been making a lot of progress on Aztec. Considering he is primarily a 2D Artist, he is pretty damn talented in creating environments, and I am certainly hoping to share some screenshots soon. Alliteration(s) aside, I think the community will be in for a treat once further progress is made on the particle effects. 

As for Streets, I am continuing to create more props to liven things up. Currently, I am working on the buildings on one end of the map known as Red base. I should keep it at that for now, but hey, be ready to grab some popcorn once I am ready to share more.

Also, Damian wanted to impart the community with this image. Interpret it as you will:

 

Last but not least, I will be heading to PAX Prime in Seattle, Washington. I should be there all four days - from the 28th to the 31st of this month. I am looking forward to previewing games to be released this and next year - one game in particular is Homefront: The Revolution, built by the lovely people at DS Dambusters, formerly known as Crytek UK, formerly known as Free Radical Design.

Homefront: The Revolution "Thank You" Trailer

Anyway, if anyone in the community happens to be at the convention as well... it will probably be tough to spot me, considering how I will not be involved in any panel or exhibit, let alone have I given any personal information out. Well, if you overhear someone talking about TimeSplitters, do ask the person if they are Ibanez; if it is me, I would properly introduce myself, otherwise I suppose you will be faced with an awkward conversation. Oh well, I would really look forward to meeting anyone out there, and hopefully the team will have a chance at actually exhibiting the game one day.

TS Rewind Update (2015-07-23) - Streets Resurfaces

Streets center

Streets Red corner

So this has been overdue (but as many game development stories go, you wish you had just a little more time to polish things,) so it's time to show more of Streets. I am probably rushing these screenshots, as there are a couple things that certainly will be refined in the very near future (while I also continue building more props.) Damian also gave some crucial assistance with the brick work yesterday and today. There's still more work to do in the blue and red bases, the indoor sections, not to mention the 'out of bounds' section to give that impression that the area is in the middle of a fairly busy city. Next time you see this map, you should see an obvious Easter Egg, and I seriously cannot wait to show that off once I finish that up.
Okay, back to Damian: yesterday, he informed the team that he has to step away for a while due to financial difficulties. That said, I would like to take this time to ask if anyone can help out. Please contribute here:
Damian's Patreon: https://www.patreon.com/DamianaidArt?ty=h
Damian's PayPal: https://www.paypal.com/us/cgi-bin/webscr…
As for the rest of the team, Momotaro, one of our 2D artists and main man taking on Aztec, approached me on how we want to tackle a certain map I have already blocked out some time ago. (We'll probably tackle props by claiming separate sections and filling each out one by one.) Alex, one of our animators and programmers, made some tremendous progress with the animations that were based from TS2. We also have a new programmer named Ronan, who is implementing bullet ricochet as 'first official task' for the team. (Seriously, I'm looking forward to firing off those Sci-Fi Handguns and wincing from those laser bolts flying nearby.)
That should be all for now, but Alfred should hopefully have a character to show soon. Expect great things.