Team Aegis

faces_lg

Inspired by the original X-Com game and their alloy armor, I decided to spent a bit of time imaging my team of badass alien brawlers.  I didn’t reference directly the game, but purely went about illustrating the headshots from a sense of inspiration and how I saw a team of mine existing in a world where elite soldiers were trained to go head to head with an unknown and ever-present threat of extraterrestrial terror.  Continue reading

Yeah Yeah, But Did You See That Elevator?

Top

Drowning.  That’s what it feels like most of the time I’ve been developing my Indie project, Mecromage.  I’ve averaged about 12 hours a day on this week alone.  Crafting story concepts, game mechanics, graphics assets, animated sprites, and 2d techniques I’ve done my part to push the first level of the game to about 70% complete.  But really, at the end of the week, all I can think about is how fun the elevator challenge was, and how that success is what helps me to rise to the overwhelming challenges I will dive into yet again tomorrow.

Continue reading

Mecromage: About the Game

Untitled-4

Title: Mecromage
Genre: Action, Adventure, Role-Playing, Platformer
Developer: Unchosen Paths LLC
Release Date: No official – Shooting for Winter 2013 but we could be years off..
Languages: English

About the Game

Mecromage is a role-playing platformer that focuses gameplay on meaningful combat, rewarding exploration, and immersive atmosphere. In a realm where Manacrafting has long ago beaten back technological titans and orbital invasions, an era of imbalance has settled, tainting the region and perverting its natural laws. Many secrets, artifacts, and tactics will need to be unveiled if one wishes to bring balance to the fantastic yet fragmented realm.

Continue reading

One Asset to Rule Them All–UI Resolution Issues

menu_demo_08_invSD© Unchosen Paths LLC

We are two man Indie dev team.  This means production time is a big deal.  When creating a game that is to be released on the PC platform primarily, its pretty important that you take into account what happens when players run your game on the vast variety of monitors and resolutions available.  More assets means more time.  This is the eternal struggle of Men. Well, mostly just us two.

Continue reading

Problem: Dynamic 2d platform..

.. what am I really illustrating?

image004So, what am I looking at? When your rendering anything artistically you want references, and lots of them. You are primarily creating a 2d illusion from a 3d concept, most of the time something from the world we live in. For the old school platformer I’ve found that from where the character’s feet meet the ground and toward the viewer ‘thar be dragons’, as a mindful adventure once said.

 

Continue reading