Last week I was in Paris for GameConnection, where our former school Uppsala University provided us with a booth in the business area which we shared with two other projects. It has been a lot of fun and I have met a lot of awesome people! It feels good to be home though, and I am pretty tired from six very long days on the road.
Most of my time was spent in our booth or mingling with people from the industry from all over the world, but I did manage to squeeze in a 30 minute walk in the public area of Paris Games Week. In the other end of the hall I found a little Pikachu whom we took out for dinner that night.
Would have been nice to stay another day and experience the beauty of Paris, but all in all I am very happy with my trip and would like to thank all of the people who made our GameConnection experience amazing!
(As far as touristing goes, I got to see the Champs-Élysées, Arc de Triomphe, half of the Eiffel Tower and the inside of an undergroundish club called Duplex)
Now its time go get back to business, contact people and keep working so that you will be able to play Tamarrion in the not too far future!
It is our 20th Art Time-versary and would like to celebrate with giving you a closer look at our icons!
The icons that are currently in the prototype were originally developed during the first 8 weeks of prototyping the demo that we showed at Gotland Game Conference (GGC) in May 2015. As our art style has developed and we have studied more references we decided that these icons (which were a bit rushed) were a bit too rough and messy. We wanted to clean up the icon style a bit to make them look a bit more polished, as if a bit more care and effort was put into them.
To define the new style I started with updating the already existing icons, spending no more than 20-30 minutes on each. Since they were already readable, just a bit rough. So right now I am in the middle of cleaning them up and giving them some more bazazz. I feel that they look much better now, what do you think?
If you want to see more, you are welcome to join in on our second official art stream on Thursday at around 13 CET! Hope to see you there!
Welcome to this week’s dev blog! It is art time again and this time I will show you the process of modeling a weapon for Tamarrion.
The first step is of course actually designing the weapon, this is a concept for an axe that will be used by one of the characters in the game. It is supposed to belong to a strong and heavy character in the undead wing where Nihteana and Valac belongs, so it needs to be coherent to both its owner and the rest of the wing. Therefore (and to make it more interesting and cool) I have chosen to add runes on the blade, which will be the same ones that were used on Valac’s sword. I also incorporated the edged swirly pattern that Nihteana has on her clothing and spikes from Valac’s armour. Since all characters have some kind of skull as part of their design, I also wanted to incorporate it on this axe.
After creating a base mesh using the concept as a reference, it was time to start working on some high poly sculpting! I started adding basic details and testing placement, before going further and adding more. I like to work on all pieces of a model simultaneously, so that they are always at the same level of detail, starting general and then going more and more into details.
In the previous picture I felt that the runes were just too cautiously placed and needed to be stronger and deeper into the blade to give it a harder and more menacing look. Simply more readable as well. I wanted the axe to look as if it had been well used in battle so I gave it dents and scratches and made sure that the edges were not perfectly smooth as if it was brand new.
Once the high poly model was complete I had to create a low poly model to retarget it to and then UV-map it. This part was pretty easy and straightforwards, since a non-animated object does not need very complex edge flow. The biggest issue faced here was having to go back to high poly sculpting as the wrapped grip had intentionally been meant to be reused from a different weapon. When unwrapping the UVs I soon realised however, that because of the size of this weapon, the stretching of the texture would be quite extreme and too visible for it to work.
The final step of the modeling process, while waiting for normal maps to be baked, was to
piece it together and merge it into a single mesh and send it on its way to Unity (how it turned out you can see below). Now it just needs a texture to add some colour and it will be ready to hack away!
Check in next week for another dev blog and in two weeks we will be back with more art!
It is art time again, and this week we thought that instead of showing you pictures of what we have been up to, we would let you in on the art development of Tamarrion! We have streamed a few times before and have long thought about doing official art streams so that you can follow along and see the process, and we thought that it was time to give it a go.
So join tomorrow (Tuesday 6 Sept) at 13.00 CEST at https://www.twitch.tv/cobrabird1 for some behind the scenes fun with Cobrabird and Mossicus!
We have just launched our new website!
Check it out at https://tamarriongame.com/ and tell us what you think on our Facebook page or Reddit!
Since our last post the team has been working hard on not only the game, but preparing for upcoming events and redesigning the website as well. We hope that you will find it easier and smoother to navigate and find the information you want. To give you even more info on Tamarrion we will continue to add features to the website, including more screenshots of the new areas!
Soon you will be able to sign up again, so keep an eye out for more news!
With Nihteana pretty much complete and brand new environment assets, we felt that Lord Valac needed a little makeover to match his new room. Currently we are working on hihg poly models for both Lord Valac and the third boss which you will be able to fight in this area.
Here is a little preview of what he is going to look like… 🙂
I wanted to pick up where we left off last week and show you some more textures which I have been painting lately.
In this week’s update I would like to show you our new wood textures. After painting all the stone assets for this wing, the wood was a welcome challenge. It was really fun and I enjoyed working with something softer for a change and playing around with the colour shifts.
To make this post a little less… brown… I will leave you with a new screenshot showing how the tree looks in the game. 🙂