This month a lot of level designers have been showing off work in progress level block-outs from games they're involved in via the #blocktober hashtag
Here's some screenshots from Revengard as we explore different layouts and the effect they have on gameplay and AI. Really we're interested in finding what works best for fast paced gameplay, so we've been exploring different layouts and geometry to see what creates the right player movement and feel for the game.
Sunday, 29 October 2017
Wednesday, 12 July 2017
Revengard at Develop Conference
Revengard is currently on show at the Develop Conference in Brighton, UK. Revengard is a wave survival first person shooter for PC/Mac, where players battle sky pirates to survive for as many seconds as possible. We hope to release it on digital platforms this Autumn/Fall.
If you're going to Develop, please check out the game at the Expo. You can follow Revengard's development on this blog, but also by following Barnaby on Twitter
If you're going to Develop, please check out the game at the Expo. You can follow Revengard's development on this blog, but also by following Barnaby on Twitter
Revengard in action! |
Friday, 9 June 2017
Creating An Enemy: Sentry
In part two we're taking a look at the second of the five enemy classes - the Sentry.
Sentries are floating balloons with underslung turrets that can rotate in 360 degrees as well as pitch their gun up and down to lock onto the player and unleash a shedload of bullets.
Whether they drop from airships or emerge from entrances in the level, Sentries will spread out through the level hunting you and raining fire down from above if you're unlucky enough to run in front of their scope.
Let's take a look at how the Sentry went from initial sketches to what's in game:
Sentries are floating balloons with underslung turrets that can rotate in 360 degrees as well as pitch their gun up and down to lock onto the player and unleash a shedload of bullets.
Whether they drop from airships or emerge from entrances in the level, Sentries will spread out through the level hunting you and raining fire down from above if you're unlucky enough to run in front of their scope.
Let's take a look at how the Sentry went from initial sketches to what's in game:
Initial sketches |
Refining details |
First pass colour |
Recolour to give good squad balance |
Modelled, turret reworked to accomodate SMG design |
Adding in materials |
Final Model In Engine |
Tuesday, 6 June 2017
Creating An Enemy: Soldier
Revengard has five enemy classes with a total of eight distinct enemies including the variants.
In this five part series we'll show the creative process for each of the five enemy classes from concept to final rigged models for use in game.
For our first part let's look at the soldier.
In this five part series we'll show the creative process for each of the five enemy classes from concept to final rigged models for use in game.
For our first part let's look at the soldier.
WIP #1 |
WIP #2 - Bulkier soldier |
WIP #3 - Adding detail and refining |
WIP #4 - First pass colour |
Final - Recolour to match squad |
Final rigged model |
Sunday, 12 March 2017
Welcome to the Revengard Blog
Revengard is an upcoming first person shooter for PC and Mac, the first game from indie developer Sabresaurus. Set on the abandoned floating fortress of Revengard, you must survive waves of air pirates attacking for as long as possible. Every second counts!
On this blog we're going to share the development of Revengard, with screenshots, videos and articles on all aspects of the game's development. Please feel free to comment and we'll do our best to answer your questions!
On this blog we're going to share the development of Revengard, with screenshots, videos and articles on all aspects of the game's development. Please feel free to comment and we'll do our best to answer your questions!
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