![]() I needed three bipedal (two-legged) player characters and one enemy. In the beginning, I needed to choose good proportions for the first characters to use them as a base. How did you go about creating the different characters for the demo? When the art is complete, I export it using the Export Persona and open it in Unity to begin development. Right now, I feel most comfortable with vectors, so I use the Pen Tool to trace my sketch or I use some basic vector shapes like Rectangle or Ellipse. I scan my paper sketch with a smartphone and open it in the software. It’s a perfect mind-art connection.Īfter a very rough sketch, I move to graphic software, which is either Affinity Photo or Designer. I find there’s a simplicity about using a pencil that allows me to visualise my thoughts with minimal effort. We live in a digital age, but I think the simpler, the better, so I start with a pencil and paper. Its meaning is, everything worth pursuing in life requires us to overcome some obstacle, fight our demons, or go out of our comfort zone.” What tools do you use to create game art, and what does your usual workflow look like? “I was inspired by Jordan Peterson’s talk about a dragon guarding a treasure. This stuck with me, and I thought it would be a good idea to use it. Its meaning is, everything worth pursuing in life requires us to overcome some obstacle, fight our demons, or go out of our comfort zone. I was inspired by Jordan Peterson’s talk about a dragon guarding a treasure (you can watch it on YouTube). I think it was a very good choice to show what Unity is capable of. This concept was chosen by the team at Unity as a theme for the demo. My last-minute proposition was a Crystal Mine with the dragon sleeping on a pile of gold. I had many conceptions before: Journey to the Center of Earth, Castle Siege, or a Pirate Ship. The Dragon in the Crystal Mine wasn’t my first idea. Please turn on JavaScript to view this video Dragon Crashers demo How did you come up with the concept for Dragon Crashers?
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