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Deathloop deconstruction / design thoughts

Radiator Blog

This fighting game health mechanic is too fussy and unreliable for a busy shooter. So to survive fights for the first half of the game, you have to trust the level designers to leave enough health consumables around, Doom / Quake style. They're small little bottles that blend-in with junk prop set dressing from a distance.

Fighting 130
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Digital Illustration Course: Student review, career journey, & advice

CG Spectrum

Quick side note: when I first started out trying to get into the entertainment industry, it was as a concept artist. It was illustration that made me tick much more than the concept art box. I can get bored (well, more distracted) drawing the same battery prop or asset 150 times, all with slight variations. Beowulf by Oliver.

Art 105
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The Kristala Dev Blog - Issue #30

Astral Clock Tower Studios

Concept Art. Since embarking on the huge endeavor to completely revamp the entire Kristala demo, we've had our artists and modelers working hard to recreate some of the props and environmental elements that already existed in the original Dalamase demo level. You can listen to our episode of the Game Raven Review podcast right meow!

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

In addition to being our first in-person convention in over two years, Play NYC was also the first time we've exhibited a version of Kristala that features our brand new player character and custom combats animations.plus a fast-paced, exciting mini-boss fight! link] Concept Art. We can't wait to go back again next year!

Dev 52
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The Kristala Dev Blog - Issue #36

Astral Clock Tower Studios

Concept Art. When we last met, our concept art team was working on finalizing a few last-minute items needed for our Vertical Slice. With these icons completed, James was then able to turn his attention back to creating a few detailed concepts featuring a bunch of the custom VFX we've got in the works. Staff Parry Icon.

Dev 52
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Axie Infinity: Infinite Opportunity or Infinite Peril?

Deconstructor of Fun

The value of new Axies and SLP is propped up by new players putting fresh money into the game. Further, there are also two Boss Fights at Levels 21 and 36, which give the player 200 and 300 one-time SLP rewards. The current game could continue to grow for a while, but its current economic policies are fundamentally unsustainable.

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How do companies decide how many people are needed to build a game that’s been greenlit?

Ask a Game Dev

This would include concept artist, environment artist, lighting artist, texture artist, prop artist, producer to keep track of it all, QA to test it, etc. Lets say it takes this strike team four months to complete an environment from concept to finish. And then we can break it down.

Build 52