Wednesday, December 24, 2014

Adventure Game - Main Villain Design

This is the character who is hunting you down for "stealing from him". You'll learn what that means as the story progresses.



As you can see, unmasked he looks similar to the main character -- (SPOILER ALERT: they're siblings).
I ended up making him look a couple years younger than in the concept art though.

Wednesday, December 17, 2014

Prop Art / Environment Design

These monuments, (called 'respites' in code) mark the entry location of each zone. As you defeat bosses, their eyes opens up one by one. When all three are open, the player progresses to the end of the game.

The blue ribbons are based on silk Khatas and their color symbolizes the open sky.






Wednesday, November 5, 2014

Screenshots of Early Environment Stuff

Throwing down some rough environment ideas in terms of color and terrain. Its a bit challenging to take into account the lighting of the day night cycle. Currently, the worlds blend through four color schemes each (dawn, noon, dusk, and midnight). Also, optimizing for mobile is tough!

Once I'm satisfied with the color scripting I might post a timelapse of the day night cycle in action.



Tuesday, September 23, 2014

Mesh, Control Rig, and Skeleton

Tris: 3304
Bones: 75
This character is optimized for mobile devices.

Wednesday, September 17, 2014

Quick Player Character Study

Haven't designed the guiding amulets yet, so I drew a glowing, obstructed nazar instead.




Tuesday, September 16, 2014

Thumbnails for the World Design

Experimenting with colors to get to the feel I want the world to have. The plan is to make some shaders and try to get the game to match these pictures, and then alter the character designs so that they fit better in these sort of environments.




Monday, September 1, 2014

Boss Placeholders, Cutscenes, and World Progression System


This video is a demonstration of a game system I've been developing. I aimed to make it a scalable game infrastructure that could support boss battles, cut scenes, and progression checkers.

So far, I am planning to have four "zones" with four boss battles. Once my code is robust and feature-locked, I will jump back onto the art-side of things and build some assets.

Can't wait to add in some actual content!

Monday, July 28, 2014

New Development Rig

Over the weekend I started building a computer. I wanted something that would cut down on app launch and code compiling times, as well as have a robust GPU.

All of the components, including the monitor and keyboard.

Monday, July 21, 2014

Player Character Update

I started modeling and texturing the main character. Still a work in progress. Animations (and skinning) are very temporary. I am testing the character in-game mainly to see how the shaders look.

Check out the progress in the video posted below: 





Thursday, June 26, 2014

Designing the Bandits

These are the villains that are trying to hunt you down. They travel in groups of 2 to 3 and you can occasionally find them camping, allowing you to ambush them first.

Like the player, they are skilled horse archers, but they are programmed to miss their first couple shots to give the player a chance to take them down quickly.
I want to fix a couple bugs with their AI before I rig them and animate them.