3D Art series – the final part

Before we finish the 3D design series, I feel like there is something that has to be done: It’s introducing you to the guy that’s creating all this stuff. Get ready to meet the most dudesome guy in the team. My name is Moritz Eichinger, but most people simply call me “Moe”. I am responsible for all kinds of visual …

Low poly asset modeling

Now that we have the beautifully modeled high poly asset it is about time to create a lower detailed model. Much lower. Since we are using a lot of them to illuminate the ocean floor we need to reduce their polycount drastically. Our 3D Artist is showing you how. Enjoy the video. Are you ready? Here it comes! The submerge …

High poly modeling

You already got quite some insight into the way we are working. We shared our thoughts on basic unit design with you, explained our

The fastest turtle…

…coming to take a huge bite off your units. Watch our artist paint the crimson jackjaw in a new part of our design series. Usually, when you are working as an artist in a game development studio during production phase there is a lot to do. Once the Game Design has formed the basic idea about the functionalities, roles and …

Unit Creation

In one of the previous posts we were on the track of our unit design philosophies. We were writing very deep, philosophical things. But above all, it was theoretical and abstract. This time, we’d like to continue with our unit creation pipeline and give you an idea about our PRACTICAL workflow. Maybe you have already read the first steps on …

How to tame your swarm

We asked you guys to tell us your opinion on the two movement systems we tested so far. We had two different controls implemented and weren’t completely sure, which one was better: We got some really great feedback from a lot of you guys and we actually liked the idea of combining both movement types. A big thank you goes …

The vision became a level

So, last time we talked about how we adapt the vision from our moodboard into the level design. There was some pretty technical stuff going on in the article, and I thought – maybe you’d like to see how this will look now that we started implementing it. What has changed compared to the first impression of the level: Lava …