As you probably know from previous updates, we’ve been working hard on our ‘GDC’ build. The real reason we were working so hard is because we’re in the Indie MEGABOOTH at PAX East! Check out this sweet trailer: (we’re at 0:36s)
I’m happy to say that we’re currently putting the final touches on the game demo. We’ve been working insane hours for the past few months, but we think it’s all coming together now. We’ll be showing our game on a 60″ TV, so it better run well!
The plan for next week is to fly to San Francisco first, and be at GDC for 2 days for the Independent Games Summit (my favourite part of GDC by far). Then on Wednesday we’re flying to Boston, which by then will be completely free of snow, and be just as sunny as San Francisco… yea… Anyway, we’ll be setting up our booth on the Thursday, and then Friday, Saturday and Sunday will be demoing our game to the fine people of PAX East! We are super excited!
Here’s another little boss teaser, this time from within the game, and with some nice lighting:
So come check out our booth (nr 5176) and try to beat this mean boss!
Oh, one more thing, our usual Wednesday-dev-stream will be moved to tomorrow. Jesse is off today, and Caley and I think we’re nowhere near handsome enough to be on camera.
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!
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!
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.
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!
It’s a beautiful RPG with rogue-like perma death and it’s been ALL OVER Twitch! It’s early access but super robust and just keeps getting better! So huge congratulations guys! Your game is amazing!
And as always, today we’ll be dev-streaming over at Twitch! It’ll be today at 4pm and we have loved talking to everyone and working alongside the community. So if you are up for it come watch us create Viking Squad today!
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
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!
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!
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!
Welcome back, followers of the fearsome! As you probably know from previous updates, we’ve been working hard on our ‘GDC’ build. The real reason we were working so hard is because we’re in the Indie MEGABOOTH at PAX East! Check out this sweet trailer: (we’re at 0:36s) Check out our indiebooth page as well: http://indiemegabooth.com/project/viking-squad/ I’m […]