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From Concept to Completion: Navigating the Game Art Production Pipeline 

iXie gaming

Shaping the Games Look & Feel Concept art acts as the visual blueprint for the games characters, environments, and props. Why it matters: Efficient UV mapping and normal map baking allow high-detail textures to be applied to low-poly models, preserving visual fidelity without unnecessary computational overhead.

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Little Racer – 3D Art

The Knights of Unity

Almost every 3D asset is painted using only one atlas texture. As I mentioned before – almost every 3D object uses the same atlas texture. We created 4 UV sets of each car and wrote a shader that swaps them. Players are able to create their own tracks using road parts, obstacles and props. Track components .

Art 52
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Cocos Creator v3.8.5 beta released

Cocos

: ITweenOption was forcibly set to object, causing errors in strict mode; issue Fixed the issue where Tween would change the property type of the target object during the process; PR Fixed the issue where custom progress and easing types were missing in the props parameter of Tween.to/by;

Beta 40
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V3.8.5 beta released

Cocos

: ITweenOption was forcibly set to object, causing errors in strict mode; issue Fixed the issue where Tween would change the property type of the target object during the process; PR Fixed the issue where custom progress and easing types were missing in the props parameter of Tween.to/by;

Beta 40
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The Kristala Dev Blog - Issue #25

Astral Clock Tower Studios

He was able to finish modeling all three sets before getting started on some seriously impressive texturing. Here's a look at the models for the third set of Jhacanda houses, as well as a look at the texturing Cass started for the first set of houses. We can't wait to see these textured! Check it out!

Dev 52
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The Kristala Dev Blog - Issue #29

Astral Clock Tower Studios

Back in the world of environmental concepts, another of our artists, Ila, took on a concept from our ever-growing list of items and props. Next up in the realm of items and props are the Kotakayan weapon concepts pictured below that were created by our super talented Concept Artist, James.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

link] [link] [link] In the last issue of the Kristala dev blog, we showed off some of the props our 3D Environmental Modeler, Cass, had been working on that will be used to detail the various water villages that comprise The Dalamase. Here's a look at the textures Karena was able to add to these pieces over the past few weeks.

Dev 52