Monthly Archives: January 2012

A little explanation

So I’ve had people asking me what the artwork I’ve been posting is all about. I don’t have a title yet for this project, but I can say a few things. It’s a project for the iOS devices and I’m using Unity to put it all together.

The game has a few vehicles to choose from, each with unique characteristics. There is a very large open world, but levels will consist of playing in certain areas of that world.

There is a shipping port area, an airport area, a construction area, the city downtown and midtown and an industrial complex area. You will be chasing down a certain type of undead people in this game who have inhabited sections of the world.

Right now, this is what I can divulge without giving too much away. There are unique aspects I am keeping quiet on until the project is further along.

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Work in Progress World Artwork

Some updates on the world art. These are some different areas of the same world, there is no lighting on anything whatsoever, so it will look a bit flat right now. Lightmapping will make all of this really pop.

World Overview – Work in Progress

Work in progress of first level in my current Untitled iOS project. The screengrab is from Maya and shows the street layout for a large scale city. I will make use of M2H Culling system to cull most of the world when the player is in a given area. This will allow me to minimize draw calls and only draw a few thousand triangles per view area.

GUI Tutorial

So I do tutorials on another Youtube page as Polynurb. I have been doing these tutorials on that page for several years, and a base of followers grew around that so I will continue to use that page. This tutorial was something I implemented on my menu UI stuff and in game UI stuff for the current XTerra project. It really helped me keep one set of assets that worked for both retina display and the non-retina display devices. I hope this helps some other iOS developers out there.

4th driveable vehicle

1045 triangle vehicle, with a 512×512 self illuminated texture. This will allow me to use the least complex shader in Unity and help performance on the iPhone. This will be the 4th selectable vehicle in the car selection menu.

3rd driveable vehicle

852 triangle vehicle, with a 512×512 self illuminated texture. This will allow me to use the least complex shader in Unity and help performance on the iPhone. This will be the 3rd selectable vehicle in the car selection menu.

2nd driveable vehicle

790 triangle vehicle, with a 512×512 self illuminated texture. This will allow me to use the least complex shader in Unity and help performance on the iPhone. This will be the 2nd selectable vehicle in the car selection menu.

1st driveable vehicle

860 triangle vehicle, with a 512×512 self illuminated texture. This will allow me to use the least complex shader in Unity and help performance on the iPhone. This will be the 1st selectable vehicle in the car selection menu.

Brought an old project back to life

So I’ve finally gotten to a point where I could bring back my old iOS project Arena Truck Pro back to life! What held me back earlier last year was not lack of equipment, software or art development skills. It was a real lack of scripting ability. It was a hard lesson to learn and I had to take the better part of all of last year learning Unityscript from the ground up. One year later and I am in a place that I can create functionality for whatever I may need in a game via scripting. I actually released a simple card matching game “Tablet Match” with what I had learned and now I’m ready to bring my original idea for Arena Truck Pro to fruition.

I have made some changes to the game though, mainly adding in non-truck vehicles and environments no longer contained in arenas. Both of this things considered, I will have to be considering a name change for this project. I really don’t know what to call it yet, but I am sure a name will form out over time.

Chevy Avalanche inspired vehicle

Chevy Avalanche inspired vehicle

This is another asset I completed for my current in-progress project on the iOS platform. The model is 790 triangles, mapped with a 512×512 diffuse texture and is 100% self illuminated. This will allow me to use the least complex shader in Unity and help performance on the iPhone.

Avalanche turnaround animation