Posts Tagged ‘ games ’

Kelly Engine – Reinforced Concrete Tileset

Scut wall and floor tiles Style 05 Mar 08 detail 2x

Scut wall and floor tiles Style 05

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Kelly Engine – Hydroponic Garden Tileset

Scut wall and floor tiles Style 04 rev1 2x crop Scut wall and floor tiles Style 04 rev1

Kelly Engine – Service Tunnel Tileset

Scut wall and floor tiles Style 03 Feb 06 2015 detail 2x

Scut wall and floor tiles Style 03

Temporus Accelerator Boss teaser

Accelerator Boss Rough 04 twitter teaser

I haven’t done a massive sci-fi piece like this since The Salvage but it’s rewarding to see it come together and the client is enjoying the results.  Here’s a teaser of the close-to-finished boss next to the player ship to get a sense of scale.

Feed the pup

Feed the Puppy Scut

Some days I miss having a dog.

Temporus Accelerator Boss rough sketches

Temporus Accelerator Boss 03 compress  Temporus Accelerator Boss 02 compress Temporus Accelerator Boss 01 compressTemporus Accelerator Boss 04 compress

Working out some loose ideas for the first boss design in Temporus’ shooter portion.  Aiming for a heavy industry look centred around some manner of tokamak or particle accelerator.  I want it to feel like an assemblage, with plenty of mass.  I’ll be working on pixels next to take these rough ideas into game-scale layouts until I’m happy with the form.

 

Codename: The Kelly Engine

My pastel palette has spawned something of a monster.  Folmer Kelly and I love playing with this strange collection of colours so much that we’ve begun building assets for a dungeon crawl game.  We were heavily inspired by the Amiga classic ‘The Chaos Engine’ and are attempting to achieve something reminiscent of that visual style though we are going about many technical details differently.

 

Scut wall and floor tiles rev5 2x

Here’s the base tile set we worked out.  The floor resides on a lower layer.  The document is built on a grid of 16×16 pixels, with most assets requiring multiple tiles to assemble.  For instance a floor section’s top surface is made from 4 tiles, with an additional 2 tiles to create an exposed edge.  This is a slower way of drawing than if we had used 32×32 tiles, but it allows for more visual variety when on can create a single tile that can make a whole wall appear to have a different feature.  The tile set supports elevations for raised platforms or pits.  Outer walls are drawn with a false perspective while inner walls have no perspective.  This is done to allow for more manageable map layouts where the objects that the player encounters are best with a simpler form, but the perspective of the outer walls gives a sense of place and theme.  Keep in mind that the layout above is just for constructing the tiles around all the necessary geometries and does not reflect the kinds of arrangements that would be used in-game.

 

Scut wall and floor tiles Style 01 all 2x

My first run at designing a style was to go for a techno dungeon aesthetic.  I wanted it to feel a bit archaic still, so panels aren’t clean, monitors are a bit too small, and the materials are not shiny.  I also cast the outermost wall into shadow to give it some more drama.  I’m undecided if all the styles should follow suit.

 

Scut wall and floor tiles Style 02 Feb 03 2015 2x

After the techno dungeon I made this pool set.  I played around a lot here with extra tiles and variants, along with cuts into the wall surfaces to make them look alcoved.  This still has some spooky atmospherics but the decorations and hues give a more palatial feel.  To make the negative spaces on floor appear to be flooded with water I made a new front edge to the floor tiles with a reflection indicated an a bright parting line to indicate the surface tension of the water.  Some ripples and simple water splash tiles to scatter about the map will help reinforce that instead of a chasm the empty spaces are instead pools.

 

Temporus Cave Temple Tile Set Mockup

Temple Cave Mockup with revised palette and escape pod Dec 01 2014

I’ll post some process behind this tile set, but in the meantime I feel it’s progressed to a mid-point where I can show a quick snapshot that does the overall design some justice.

Video Correspondent – Waffle Conans Gang

Waffle Conans correspondent scut 4x

I wanted a quick diversion from client work, something that was unattached to any specific intellectual property.  I started scribbling out pixels and came up with this.

The Waffle Conans are a gang operating out of the Mortuary District.  They’ve established several sponsorship contracts through their aggressive pursuit of high quality combat video footage.  Video distribution helps maintain brand awareness as well recruiting new members from the overpopulated quarry favelas.

Dead Hand Tiling Screen Capture

Tiling Demo Sept2014

I updated the Dead Hand tile set a bit and wanted to try out Gooncam for capturing my test layout.  I’m using Pyxel Edit as my tiling software.

Dead Hand Unit List

Dead Hand Cast of Unit Types

Rooftop Running Tile Set

Aski Tileset 01 rough Apr 29 2014 zoom detail

Aski Tileset 01 rough Apr 29 2014

This was a small test tile set I did as a spec job.  This is the raw working document, so it’s not arranged in a pretty manner.  You can see how I’m trying out tiles in different combinations and checking them against neighbor relations.  The sprites came from the client.

 

Tallboy Idle

Tallboy Roboframe Idle Animation 01 2x

Happy Birthday Thomas Noppers!

Happy Bday Thomas Noppers Thomas Noppers is one of the makers of the rather promising-looking Mutant Gangland.  One of his robot scouts has recognized his age has increased despite all efforts of extermination.

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