Screenshot Saturday

We’ve had a busy few months of working on the game and getting some new things in place so we’ll be playing some catch-up with posts. Here are some screenshots for today’s #screenshotsaturday of our tutorial level and some work-in-progress fort interfaces.

Animation WIP shots

Just a quick update tonight of a few screenshots taken during animation development. Using our engine’s (Unity) animation system, we can animate one character and apply that movement to others. This allows us to spend more resources creating alternate weapon modes for the players and animations to keep zombies varied. Since looting mode will be 3D isometric, a viewport is kept at that angle to see how it would look in game. Here are some screenshot previews of animations and a few weapons from the game. There is even a blooper shot of what happens when an animation is played with the wrong weapon in hand – can you guess what weapon was SUPPOSED to be used?

Screen Shot 2013-06-30 at 2.20.57 PM

Screen Shot 2013-12-06 at 10.52.49 PM

Screen Shot 2013-12-06 at 10.49.49 PM

Screen Shot 2013-12-06 at 10.56.03 PM

Shotgun bat

Environment art apocalypse – Part 1

While we work hard on DMT game assets, it’s nice to take the time to share some of what we’re working on.

When doing 3D environment art, especially for mobile games, it can be helpful to have as many objects as possible get their texture from a texture atlas – a collage of individual textures combined into one big image (typically 2048 x 2048 pixels.) This lets us create a variety of objects that run efficiently in-game because they are all using the same material and texture file. Below is a screenshot of a workspace with the texture image displayed. Also check out some of our incidental assets for the forest/park environments and a storefront from environment artist Mike K.

Screen Shot 2013-12-02 at 11.00.34 PM

Screen Shot 2013-12-02 at 9.49.35 PM Screen Shot 2013-12-02 at 9.50.35 PM

Store Front Screen Shot