New screenshots

Happy Holidays! Here are some new screenshots before we take some time off for Christmas. After the Holidays, look for bigger updates and reveals of some of our new game mechanics!

Invading the fortified town hall
Invading the fortified town hall
Look out behind you!
Look out behind you!
Roadblock
Roadblock

Screenshots!

It’s about time we stopped teasing our fans with environment art and started showing them what we’re doing with it. Check out the first of many upcoming screenshots of our 3D looting environments below and stay tuned to the Screenshots page for more!

12-18-13: Street fighting
12-18-13: Street fighting
12-18-13: Cornered
12-18-13: Cornered

Environment art apocalypse – Part 2

Another day, another set of mysterious 3D art pictures. Today is a selection of some of our city environment pieces, namely incidental city pieces and destroyed building pieces. While we’re using grid-based planes to build our environment and keep a low polygon count for mobile, pieces like this help us “break the grid” so everything doesn’t look so boxy.

Stay tuned for some upcoming/more complete eyecandy coming soon!

Screen Shot 2013-12-09 at 9.59.46 PM Screen Shot 2013-12-09 at 9.59.55 PM

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