Spent 7 hours today doing #gameart! I should have got a decent asset pack at the beginning of the project :-) Looks better though I think. #indiedev #solodev #unity #girlswhocode
Spent 7 hours today doing #gameart! I should have got a decent asset pack at the beginning of the project :-) Looks better though I think. #indiedev #solodev #unity #girlswhocode
City at Night -
The Reznarians liked to work with what was already there, but they certainly didn't care about preserving any of it - it was merely quicker and more efficient to leverage existing infrastructure and augment it as little as possible to meet the needs of the Empire.
Substance Days session: ES
Layer by Layer: Texturing with Intent in Adobe Substance 3D: https://www.youtube.com/watch?v=wqkH4mcX5Bw
Substance Days session: Silent Hill 2: Remaking a Horror Icon, An Artistic Journey into Fear: https://www.youtube.com/watch?v=xl2xiQ3-K2Y
On the Seed of Life side, I'm currently making a new enemy
It doesn't do anything yet, so it's pretty chill
Substance Days session: Game Environment Creation Made Easier with Substance 3D Designer: https://www.youtube.com/watch?v=g6P9L5lm0Tg
What is this? Yet another free GUI pack? Oh yeah, you bet it is!
Following the idea I had on the Font Pack I, this GUI pack goes well with my also new font pack. Both asset packs are heavily inspired by the Seiken series, especifically Visions of Mana.
Enjoy!
Interesting talk: "Rendering Path of Exile 2" https://www.youtube.com/watch?v=TrHHTQqmAaM
Substance Days session: Helldivers 2: Diving into Biome Material Creation with a Tiny Team: https://www.youtube.com/watch?v=POmBoSMOq0c
Howdy! i am posting some video timelapses of the Item designs I made for Spectrelight_ The Disappearence of Murkshade Bog, by Fable Forge Gaming.
https://www.youtube.com/shorts/x5gG27asyHg?feature=share
I can help you with your projects too!
https://linktr.ee/chiwo_design
Some more sketches. Part from.the 100 Character Design Challenge.
This time i was taking Harley as a reference to test new designs.
It seems you need to choose bewtween chest and arms to be the high detailed areas, in order to avoid saturating the design with too much visual noise.
Hope you like them !
Storage Units -
Little to no thought was given to prior occupants when military land parcels were given. The new owners had near-limitless powers over residents, as long as tribute was paid correctly to the Empire.
Rural Farm -
Every member of the Reznarian military who finished a 10 year tour of duty in good standing was given a plot of land in a client paracology of a size commiserate with their rank and merit.
Some sprites for Moth Survivors! We only made some as we were testing out how to make dual-tile systems for the game so it would randomly generate the backgrounds. Player and enemy sprites were equally simple - we wanted to spend more time on the UI and systems than on the "field", it was an early alpha after all.
Rural Farm -
The Reznarians expected their client states to provide meaningful tribute to the Empire, so, particularly at first, local economies and tech levels could actually seem to benefit from the Occupation. At first.
Reznarian City Occupation -
Reznarian command vessels were designed to land vertically, becoming towers that formed the nucleus of a control center for the pacification and management of natives.