Here’s a quick follow-up to my last post. Basically the same scene, but actually set up and running in Unity. Characters are running their idle animations, but not moving around just yet. As soon as we throw some polish & a bit more functionality, I’ll share the scene in motion. Probably make some gifs… because this is tumblr.
Here we have a behind-the-scenes process of getting to our first target screenshot. Starting with a rough illustration, building out the 3D models for the background, texturing, lighting and finally adding some interface concept overlays. I’m really happy with the result and know it’s going to get polished even further. Next step I’ll share is creating this scene inside of the Unity engine with some functionality.
So, here’s pixel art style #2 in our process to establish the look of this game. A more modern pixel style with a large head so we can add clearer expressions & be a bit more emotive with the characters.
Our game will have RPG elements and settings, so it only made sense to whip up a Wizahd. His name is Gondorf… the Wizahd.
I knew going into this new game, I wanted to have pixel art at the core. I’ve always just had this love for the minimalistic nature of trying to convey an idea with a limited palate. It forces you to focus on the most important aspects of whatever it is you’re trying to get across. I guess it also hits some kind of nostalgia trigger for me.
This was my first attempt at character design & animation style for this title. I initially went with a more Atari / Colecovision style pixel character. I find the janky animations pretty funny as well. I hear him going “Pew Pew” when he strikes with his sword.
Without giving away too much right away, it’s also important to know, our intention is to mesh the janky pixel characters with beautiful rendered backgrounds and modern lighting & effects. We’re shooting for a unique look and we’ll see if we pull it off.
Another good article to read before embarking on the next project. Even if you already know this stuff, it’s nice to get some external validation and remind yourself of the pitfalls we all face on the road of game development.
This seems like a good place to start! I’m jumping into a new project, with new ideas and new people, so it’s not a bad idea to remind myself of some simple principles that may help us avoid fuck-ups down the road.
I have my own list of what not to do, cultivated from years of working on great projects while also making bad decisions regarding business partners, allowing external influence into projects, knowing when less is more, etc. - We’ll save those stories for later.
The purpose of this blog is to post interesting or fun things related to Indie Game Development while also chronicling the process behind my own projects (good & bad). My hope is that this will become a resource for both myself and others, or at least an amusing source to view the many failures and successes that occur throughout the game development process.
If you’re curious about who I am and what games / projects I’ve been involved in, check out my personal site here - http://brianferrara.com