Posts Tagged ‘ Temporus ’
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I’m building up the background fluff for Temporus. This is a rough series of snapshots of a pair of nebulae that can either be shown together or separately. Trying to paint something in a small number of opaque colours that still appears to be fluid and permeable is challenging. I’m happy with how these two turned out.
Erik (@firebellys) asked me to come up with some robust looking robot designs for Temporus. The references were very blocky, utilitarian in appearance, and the sprites will be large so I aimed for slab sides and the look of large metal castings like a tank.
A quick, very loose sketch that was part of an afternoon conversation with Erik Umenhofer from Firebelly. We were working out an idea for a tutorial level that carries the player through the platforming controls and basic combat. The player will have to enter a relay tower that has been torn from a planet, and climb to the top in order to access the communications system. Along the way an asteroid will collide, spilling out basic enemies for the player to deal with.
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.