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…Continue reading “WIP – Mecromage Animation Demo”
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 “Mecromage Foundational Assets”
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.
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 “Team Aegis”
This Spring, 2014 a few family member of mine dedicated themselves to be apart of a triathlon. They decided to make motivational family Keyes Jerseys. I was called into action in effort to make this a reality.
The keys’ esthetic was a bit on the ‘techy’ side, but I’d been deep into my game project when I designed them, so some of the content philosophy bled over. The intent was to ensure that each key was interesting, being that they are blown up about tens times larger than an actual key would be. I enjoyed the the challenge of making print quality interesting compositions out of enlarged every day objects. Though, the hurtle and real life issues made the project more of an obstacle than it should have, I did quite enjoy the result.
Being that the style easily could be something that could fit within the context of my science-fantasy platformer, Mecromage, I decided to try to use them as in game assets you’ll be able to interact with. I’m always looking forward to unlocking doors to new possibilities, thanks to my family for being motivating and inspiring, never stop exploring new thresholds.