By The Light Development

Play the game here.

 Spatial instructions help define the "what" and "where" when it comes to direction.

 Custom particles.

Interactive panels that light up when activated, triggering doors to open.

Orange indicator near character's right shoulder (your left) directs the player to the Lantern when it is set down.

Subtle hints regarding a fateful encounter.

New look for the enemy Seeker shadows.

Working on feedback particles and effects to make hits feel good.

Some enemies come from below!

Some encounters are triggered by entering specific areas.

Darker ambience, updated textures/shaders during the first major pass.

The sword and shield are illuminated similarly to the lantern to create an association of light.

Initial stab at a swinging trail, courtesy of Melee Weapon Trail.

The player also has a light, colored blue contrasting the lantern's orange, that represents his health.

Just getting the lantern mechanic down, well before updating the character model and environment assets.

Narrow path near the entry point.

Bridges throughout the level represent pathways that have collapsed due to some event.

Establishing a sense of direction within the environment's context. Follow the tracks to success!

Comp of the final model used in-game.

Wireframe comp.

Mid-Spin Attack

Idle poses.

Quick rendering showing symmetrical/asymmetrical discrepancies.

A quick mood sketch, Mordigaine's color palette, and the reference used for the 3D model.

Pre-production sketches in Flash, utilizing symbol graphics to duplicate and easily modify individual shots. A great way to quickly provide some visualization for a project.

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