How overlooked and under-appreciated the realm of icons is. Sitting one next to the other, silently crying out to you, so that you choose them. Tap them. None of them particularly stand out from the others. How do you get someone to tap the icon you want them to tap? I really wouldn’t know. But the
What happens when you tell your designer that “particles are not an issue”? He goes into a frenzy, adding particle into every possible object until the test device begs for mercy and the screen is fogged by grey semi-transparent blobs. But then you fine tune each one of them, finely adjusting them… you realise there
“It ain’t pretty, but it works.” How about we make it prettier? We have recently reached a stage of development in which we could start testing a new set of SHD graphics for Exonauts. The old look was functional and obviously lighter on the memory, but our programmer aced the optimization right away and the
What a bunch of stressing days these have been. After we came up with the logo and the endgame animation (which we will probably showcase soon), we decided we wanted to keep the animation intact. Since the sequence was done outside of our engine (cocos2dx) we looked for a way to import it with minimal
Working on the logo for the new and upcoming Exonauts game means not just coming up with pretty graphics and pleasant shapes, but giving those shapes, colors and aesthetics relevance when comparing them to the experience they’re representing. The first design for the logo ended up being a strong step in the right direction, but after some
After the release of Glass Lighthouse, we’ve been hard at work on a new fast paced Arcade game. Named Exo, the game will feature different obstacles, powerups and locations.
It’s been a couple of bumpy weeks, with a lot of stuff going on in my personal (as well as work) life right now- So that’s basically the excuse for not being able to finish this deadline sooner. I’ve been working on the visuals for the ships’ shields: while it was working before, there was
This week has been busy beans and work on the primary weapons is now complete. It might need some additional tune ups down the road but nothing that can’t be now fixed in a couple of minutes. Primary weapons should be your ship’s main source of damage and can be transferred over as you upgrade
I really like the generated ships, but I felt they were lacking. Most of them made it quite obvious where the cabin or the engines would be, but there was no visual indication of any. I worked on cabins and engines for each of the races, and on shaders to make them blend in with
I love space. I really do. In order to understand better, you should be reading this in a SpaceCore-like voice. I have had a project in mind for some time now: a space RPG with plenty of options and paths to explore. It’s quite ambitious and requires a lot of coding. I’ve been working on