Dev Blog

Dev-Blog 154: Parallaxin’ Backgrounds!

03/18/2015

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Welcome back followers of the fearsome!

This week we are doing a quick one involving some of the artwork we have going on in the backgrounds of Viking Squad!

When designing backgrounds I tended to approach it like I did all my character stuff which was a BIG mistake. As an artist I rely on my lines way too much and it ended up making everything in the game clash. I never felt that I could get enough detail into the background elements if they didn’t at least have some line work on them.

But that’s why working with other people is so great! After telling me to experiment with line-less and more simplified background art we really started to get some much more clear stuff happening. Backgrounds were always a weak spot of mine so it was really helpful getting some outside advice. Plus, line-less elements can be scaled up way easier and not look out of place!VS_silhouette74

Here’s some examples of our basic set up. Each one of these tiling textures is going to be linked to the camera in slightly different ways so that they crawl past the screen at different speeds. We noticed that we didn’t have enough overhead elements or large, vertical objects so we started adding them to all of our zones. you can see some of that happening in the gif below!

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Keeping our cartoon lines on our players and game space makes them a lot easier to see when the game really gets going. Our black lines help important elements pop-out and let the background actually behave like a background and not draw too much attention.

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And it is of course Wednesday! So that means that we are going to be Dev-Streaming on Twich! Come on by at 4pm PST for a couple hours and talk with all of us here at Slick while we get our draw on!

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So another week slays by here at Slick! We are super charged from our showing in Boston and can’t wait to tackle the rest of Viking Squad! Wish us luck and keep those axes sharp!

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Twitter: Nick: @nickwaanders Jesse: @jouste Caley: @caleycharchuk SlickEntertainment: @SlickEntInc

Google+: Nick: +NickWaanders Jesse: +JesseTurner Caley: +CaleyCharchuk

Facebook: https://www.facebook.com/SlickEntertainmentInc

 

Posted by: Under: Slick Entertainment,Vikingsquad Comments: 0

Dev-Blog:152 Out At GDC and PAX East!

03/04/2015

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Welcome back followers of the fearsome!

This week we are out taking in the sights of this years Game Developer’s Conference and then hitting up Pax East at the Indie Megabooth! Wish us luck as we brave the blizzard that is Boston and if you are over at Pax East be sure to stop by!

Until next week keep those axes sharp and those villages raided!

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Jesse_avatar64-Jesse

Twitter: Nick: @nickwaanders Jesse: @jouste Caley: @caleycharchuk SlickEntertainment: @SlickEntInc

Google+: Nick: +NickWaanders Jesse: +JesseTurner Caley: +CaleyCharchuk

Facebook: https://www.facebook.com/SlickEntertainmentInc

Twitch: http://www.twitch.tv/slickentertainmentinc

Posted by: Under: Slick Entertainment Comments: 0

Dev-Blog 150: Those stylish guides!

02/18/2015

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Welcome back followers of the fearsome!

Today we are going to cover our style guides! We’ve been focusing on a specific zone for quite a while but need to have the other zones at least roughed out so we can think about enemies, music, sound-scapes and everything else! Our style guides usually consist of a quick “Mood” sketch to get the basic idea of what we’ll be seeing in that zone. After that I tend to draw out a few background elements and props, larger things like buildings and cliffs also get roughed out in these style guides here’s some examples!

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Here’s Zone 3! It’s our Ancient Draugr forest! This area here is where our players are going to run into our vicious Draugrs  and some spooky tombs! For props we are looking at candles, urns, stumps, and tombstones. Gnarly trees should show up and buried Draugrs might be clawing at you from the beneath the ground!

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Here’s a styleguide of Zone 4! It’s the Shifting Dunes where our enemy marauders set up camp and become lost among the ancient ruins! Props here could be scuttling scorpions, water jugs, yurts, and training targets. Cacti will spring up and thirsty shrubs will populate this dusty canyon setting.

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So that’s it for this week! Hope that you guys like our quick little look at our progress! We’ve been working super hard to get ready for GDC but we’ll still be dev-streaming it up today at 4-6pm PST so be sure to stop by and get involved with the team!

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Jesse_avatar64-Jesse

Twitter: Nick: @nickwaanders Jesse: @jouste Caley: @caleycharchuk SlickEntertainment: @SlickEntInc

Google+: Nick: +NickWaanders Jesse: +JesseTurner Caley: +CaleyCharchuk

Facebook: https://www.facebook.com/SlickEntertainmentInc

Twitch: http://www.twitch.tv/slickentertainmentinc

 

Posted by: Under: Slick Entertainment Comments: 1

Dev-Blog 147: Another Drawbarian Chop!

01/28/2015

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Welcome back followers of the fearsome!

Recently we’ve been streaming a lot and it’s been a ton of fun interacting with everyone on the Twitch channel. People have asked questions about how I approach artwork more and more so I thought we’d do a refresher on how we tackle art here at Slick!

Tech used: Photoshop CS3 and a Cintiq 21UX

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First shot is a super broad stroke image. I draw really big, so big in fact that Nick has had to craft a crazy tool in the engine that keeps my exaggerated output in line with regimented code.

A- I start with a big ugly pressure sensitive brush and blob out the shapes, I usually have a pretty good idea on what’s going on after this is done.

B- After that I’ll clean it up with a finer brush and some more interesting detail, as you can see this part is probably the most important because I end up adding things that weren’t there before to make new shapes.

C- The flat colors come next! These are typically chosen from a swatch I have set up in Photoshop or eye-dropped from another asset. The clean lines really make coloring faster and easy with the paint bucket!

D- Shading! This process gets the most attention on the stream and has helped out a couple people make their shading process a little easier. It basically involves scooping out light from a shadow layer with the lasso tool. Super fast and easy!

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Oh boy! Layers! Some people were curious as to how my layers are set up. It’s pretty basic but with the help of masking to the base it becomes super easy. After the shadows (Step D) get scooped away I tend to flatten the asset down so Photoshop doesn’t get too laggy with hundreds of assets happening.

And that’s basically it! When I tackle characters and puppets the principal is the same, the process from rough to clean lines probably gets another pass to add detail and whatnot but that’s about it!

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We’ll be sure to do another art post soon on our puppets but that’ll be all for now! Today is the Wednesday so remember to stop by our Dev-Stream at 4pm-6pm PST where we’ll be having a great time with our great followers, answering questions and working on Viking Squad! It’s been really great interacting with our community and generating interest among fellow developers, artists, and gamers so be sure not to miss it!

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Jesse_avatar64 -Jesse

Twitter: Nick: @nickwaanders Jesse: @jouste Caley: @caleycharchuk SlickEntertainment: @SlickEntInc

Google+: Nick: +NickWaanders Jesse: +JesseTurner Caley: +CaleyCharchuk

Facebook: https://www.facebook.com/SlickEntertainmentInc

Twitch: http://www.twitch.tv/slickentertainmentinc

Posted by: Under: Art Work,Slick Entertainment,Vikingsquad Comments: Comments Off

Dev-Blog 144: Back and a Happy New Year!

01/07/2015

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Welcome back followers of the fearsome!

We hope you all have had a most excellent holiday full of good times and cheer! We are getting right back into the groove of developing content for Viking Squad and are super stoked you could stop by and check us out!

This week we are tackling all kinds of neat stuff, from lighting to boss battles!  I’ve been drawing up some cool background elements to bring more visual interest to our levels and here’s some quick examples right below here!

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It was a nice refresher to get back into the style of Viking Squad with some fun buildings and background elements! They’ve always been a weakness of mine but I think that I’m finally getting the hang of it.

With these background elements we want to be able to spread them out across a bunch of similar levels and keep them looking interesting. luckily the silhouettes are all pretty cool looking and combine well. on the right we have some of the hovels that our Draugr enemies live in! How spooky!

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We’d also love to give a big shout out and congratulations to our very own audio pal and crafter of amazing sounds Kevin Regamy of Power Up Audio! It looks like his awesome audio puzzler Phonopath is a finalist in the IGF for Excellence in Audio! Way to go Kev! Such a wicked game that’s truly a brain twister and anyone that getting their hands dirty with Audio should definitely give it a try. Recently Kevin also did a robust playthrough and commentary of the game that you can check out right here! It’s been awesome working with Kevin and it’s great to see him get this recognition!

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And we are super excited to get back into our weekly Dev-Streams! Hopefully you guys can come check us out at 4pm PST! We’ll be answering questions and drawing a bunch of neat stuff so don’t be a stranger! We are getting a great pile of people drop by every week and it’s just awesome!

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And that’s this weeks Dev-Blog! we are super happy to be back and thanks again for checking us out! Until next time, best of luck in the Independent Games Festival Kev!

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Twitter: Nick: @nickwaanders Jesse: @jouste Caley: @caleycharchuk SlickEntertainment: @SlickEntInc

Google+: Nick: +NickWaanders Jesse: +JesseTurner Caley: +CaleyCharchuk

Facebook: https://www.facebook.com/SlickEntertainmentInc

Twitch: http://www.twitch.tv/slickentertainmentinc

 

 

Posted by: Under: Art Work,Slick Entertainment,Vikingsquad Comments: Comments Off

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Dev Blog

March 25 2015

Welcome back, followers of the fearsome! Over the years, and a few times recently, I’ve had people ask me what made me decide to quit my job in the AAA games industry, and start my own game-studio. Many people expect there to be one definite short term reason, but in reality there are multiple long […]