Wednesday, March 25, 2015

I named it!

Put this logo together over the weekend, recycling the first painting I did for this game almost a year ago. The name "From Wolves" comes from the expression "We descended from wolves" which is a theme surrounding the nomadic clan that the main character belongs to.

I painted the text and am considering painting the other letters of the alphabet and making a font perhaps? Naturally, I'd call it From Wolves Sans Serif.

The four symbols behind the text are stylized oracle bone glyphs, the precursor to Chinese characters. They are (from left to right) deer, dragon, tiger, and horse. Those animals also play a big role in the story. Honestly, it feels like I'm opening a zoo or something.

Sunday, March 15, 2015

In-depth Look at the First Boss

 I think I want to take this boss fight in more of a puzzle direction instead. Current ideas include the only way to defeat him is to lure him into traps, or shoot at stone pillars to get them to fall on him or something. 

Original concepts. I ended up going with the Chinese oracle bone 
character for "deer"and pulling away from the barn owl look.
I am not sold on the "shoot the
weak spot!" mechanic yet.

Thursday, February 5, 2015

First Boss Sneak Peek

The first boss is certainly going to be the simplest to fight. A slow, hulking giant that will give the player plenty of time to get comfortable with the horse and bow.

Wednesday, February 4, 2015

In-Game Cinematics (Early Look)

I built a cutscene system for Unity that allows for multiple camera shots and pausing for dialogue, as well as synchronizing that dialogue with character animations. Still pretty rough from a production standpoint, but here are the results!

This scene takes place at the beginning of the game, right as you start your adventure.

Wednesday, January 21, 2015

Every Hero Needs a Sidekick

I challenged myself to create a character from 2D concept to rigged model in 20 hours (over several days). This is Katahl, he is your friend who teaches you how to play the game.

Usually, he's a hawk that guides you to objectives. He only transforms into a human during cutscenes.

I didn't spend a lot of time sketching him because I already had a "shaman" look in mind. He's going to be very energetic and a little mischievous too.

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.