Posts Categorized: Design

Faking 3D Perspective

Hey Wulvers …. Wulverites? Wulverines (spelled with a “U” so we can’t be sued)? Whatever. It’s Evan Doody here with another tech-art blog post! This time, I’m going to shed some light on how we add depth to our environments, mainly through the use of parallax. This effect has been used to add depth in games since the beginning…of time. According to Wikipedia, “Parallax is a displacement or difference in the apparent position of an object viewed along two different lines of sight, and is measured by the angle or semi-angle of inclination between those two lines.” Long story short, objects in the background move slower than the camera, and foreground objects move at a rate faster than the camera.

We like to setup our environment scenes with several parallax “layers” to give off the illusion of close, far, really far, and “I think I can see my house from here” far. To do this, we created a simple script which allows us to adjust the position of each layer based on the camera position in the scene. A problem arose, however when Mike presented me with the following object: 

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Wulverblade Character Design Process

So, after my promise of weekly blog posts, I managed only a few, how rubbish ;)

Anyway, to make up for it, here’s a post that people have been asking me to make for years. A breakdown of how I create my characters. Hold on tight, its going to be long winded and drawn out ;)

Wulverblade-Character-Tutorial-Step1

Step 01 – Rough Sketch

I was hesitant to actually show this one as my sketch for the Roman Legionarry is pretty…well…terrible lol. But, this is a process showcase, warts’n’all ;) As I had a clear vision for this character in my head, the sketch could afford to be pretty rough. So I didnt concern myself too much with accuracy and proportions. This was purely about laying down the basics.

One thing I often do is allow my sketches to be very loose, as I work with the intention of making many proportion adjustments once the character is in the vectorising stage. Drawing in vectors allows infinite flexibility as scaling up or down never effects the quality in any way. So, with the sketch roughed out, it was onto the colour.

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Phwoar, the tasty flyers have arrived!

Hey Everyone,

Quick post to show off the killer flyers that just landed, 1000 of the little lovelies! They’re matt laminated onto super thick 400gsm card, so hopefully all you nice folks attending Play Expo this weekend are going to take them home and replace your family photos with them :)

See you all on the weekend!

Mike.