I still need to update the background of this image. I want to add parallax layers and updated environment graphics to give a better taste of where things evolved before the end…
.. The skeleton looks on, his undying soul filled with disparaging disappointment, “Run, little friend, run to your destiny!”
Work continues on my Castlevania 1 retro redux. The Hall is coming along nicely. Trying to focus on values, colors, and getting the tile system in place. Much of the work isn’t shown in the simple graphic above, but I’m challenging myself to create a system that would theme of the environment to allow for a great deal more geometry. Continue Reading
Test room for Foundational Assets
Foundational assets in Mecromage are the blueprint building blocks that indicate visual asset placement as well as game-mechanic specific objects. They are designed to easily swap in and out to create Environment Themes. They are instanced throughout the game in a way that allows them to be easily maintained. Continue Reading
Fun sprite work this week, crammed between meetings and feedback on first very rough full playthrough. Woohoo have a great weekend all!
Some concept work on group of enemies called the Elgon, for Indie game Mecromage.
This is a map screen I’ve been drafting up for a 2d platforming game. There are a lot of constraints to ensure the process is efficient to quickly develop more for different levels, and to ensure that we keep it as light as possible on the coding end as well. This is definitely a draft that I can see going in and adding some small effects to keep it feeling dynamic.
Art by Joshua Keyes – Characters and scene inspired by Castlevania, owned by Konami.
I decided it might be fun to submit a piece for Jazza’s Contest of the Month: New Resolution. The goal was to take a scene from a game that was made for a 1990 or prior machine and redraw it in a higher resolution. *placed 2nd – Runner up in open category*