Wednesday, February 11, 2015

Backdrop Example


   This combines a spacey theme and geometrical figures. Galaxies, nebulas, 3D wired shapes, all glowing in the darkness of space. This image made in Photoshop adding little pieces of different styles as a palette of objects.

Friday, February 6, 2015

Mock-up Example


   This is a mock up of the game for a possible backdrop. New obstacles and slide under, and background glowing floating objects. Includes some of the style so far and a 2D style. Also showcases the players.

Monday, February 2, 2015

Geometrical Obstacles


 
   These object were made with the same geometrical abstract principle than the previous ones. These can be used as obstacles or slide under objects. The glow was achieved by changing the alpha value of each component of the objects in Unity.

Sunday, January 25, 2015

Glowing Geometrical Objects

     


   These objects are based on geometric patterns with no meaning. Using vibrant colors and a nice glow to contrast the dark skies. The glow was applied in Unity using their own packages and being adjusted by the alpha value of each component of the object.


Tuesday, December 16, 2014

Medieval Castle Background


Pixelated medieval castle background created in photoshop. Used brown and red tones. I tried to do it as detailed as possible. I painted pixel by pixel to create a pixelated style.
After it was finished I desaturated the color to make it look like
the inside of a dark castle.

Level Concept Art in Unity


This is an Egyptian concept that I decided to try out, looks nice with a dark sky as it is shown here.
Unity has built in cel-shading capabilities for objects, and this is how it looks.
The concept was chosen because of the various geometric shapes. 
The props also include snakes, snake on a bowl, a few hieroglyphics, 
and what's shown above. These props were done in Maya.


Thursday, December 4, 2014

Props with different shading



These props were created in Maya.
The two clouds have a crystal material created with mental ray mia_material_x.
The other two props have a simple glossy shading blinn and a ramp shader allowing
some two tones highlights.