Remove Baking Remove Concepts Remove Rigging
article thumbnail

Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

The utilization of Baked Lighting for static region precomputation results in enhanced runtime performance. Simplify Rigs: Remove unnecessary controllers, constraints, and bones. Logic Simplified is a Unity Game Development Company with the finest, most creative game concept artists , 2D and 3D game designers , and UX designers.

Games 78
article thumbnail

The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

Concept Art. As part of our demo overhaul, we recently welcomed a few new team members into our motley crew in order to help us better establish the dark-fantasy vibe we're going for—including the newest member to our Concept Art team, Harold. Curious about Harold's process for building out each concept's composition?

Dev 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

The Kristala Dev Blog - Issue #35

Astral Clock Tower Studios

Kristala does feel like a traditional indie Soulslike game in many ways, but we've also lovingly baked in a ton of elements that will appeal to fans of other genres too. Concept Art. And with a dark fantasy action RPG like Kristala, there's pleeenty of concepts to go around, especially when it comes to weapons and armor.

Dev 52
article thumbnail

From Concept to Completion: Navigating the Game Art Production Pipeline 

iXie gaming

Whether its a photorealistic RPG or a stylized indie game, every visual element follows a structured journey from concept to integration. This stage involves close collaboration between game designers, art directors, and concept artists. Rough sketches that serve as early visual concepts.

article thumbnail

The Kristala Dev Blog - Issue #27

Astral Clock Tower Studios

In today's issue, we're servin' up some serious updates on a few large-scale, ongoing 3D models and concept pieces. Using a few detailed concepts from our art department, our 3D Character Designer, Bianca, has been working the past few sprints on modeling out each of our three Kota soldier variants and their accompanying armor sets.

Dev 52
article thumbnail

The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

Bianca manually did the retopology for the nymph, unwrapped and laid out the maps, baked the details, and started to spend time learning more about texturing in Substance Painter. Although Pete joined our team as a second Concept Artist (and is damn good at it too), he's proven to be an equally talented Character Modeler. Concept Art.

Dev 52