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!