Monthly Archives: June 2017
So the last week and a half, we’ve been working on the player character (still top-secret, shhhhh!), and on new weapon effects. So, here’s the new beam cannon: Besides adding some glow to it, we added a “burst” when it starts, which improves the “punch” of the weapon. This weapon both heals allies and damages […]
I’ve worked a bit more on the new explosion effect. So, as last week, we’re looking at one part of the effect at a time. We started with the flame part now: I like the turbulence of this one, but it doesn’t fit, so we tried two approaches… One was using untextured quads: It doesn’t […]
I’m writing this from our new office… We moved last Wednesday, and we’re still adjusting, but work has been progressing nicely on Gateway. We’ve worked a bit more on the crystals: This was the first version, but I thought it was too noisy… So our artist simplified it a bit: On the left is the […]
Continuing the saga of “let’s clean up all the art”! This week, we’ve been very busy with the new PS4 submission of Strikers Edge, so there wasn’t as much work done as we’d like. First of all, we kind of decided on the final model look: It has features of both the cube-based version and […]