jellyfrogdigitalMay 26, 2021Creating the Project Pulse logoFor the logo of Project PULSE we wanted to come back to some of the aesthetics that originally inspired us, Vaporwave neon were some of...
Jamie ZerilloMay 26, 2021Slime Impact ParticleWhen interacting with our enemies, we wanted to push the gooey aesthetics to include areas of user feedback. While we had FX for sword...
Alexander CroomMay 26, 2021Publishing as an Indie Dev - The MoneyIndie development is a tough world. You work day in and day out just for the chance to see the fruits of your labor. Passion is a...
Jamie ZerilloMay 22, 2021Creating NPC ClothingWhen creating NPCs, we sought to create a system that brought life to the city in a background sort of manner. To make sure these...
Christina SpicerMay 21, 2021Lighting DesignThe lighting was very important to bring our art style together. We had a couple of narrative and environment elements we knew we had to...
Naomi MastersonMay 20, 2021Smaller Environment InteractionsFor the first part of development, our game was 50% combat, 50% walking sim. If you weren’t fighting, you were looking for something...
Naomi MastersonMay 20, 2021Making the Phone MenuFor the pause menu we wanted a clean, unobtrusive overlay. We also wanted to continue the art style of our game into the UI. This means...
Naomi MastersonMay 20, 2021Creating the Expositional Intro: Part 1Despite the obscurity, we do in fact have an explanation for why there are slime-controlled enemies scattered around the city. However...
Claire RodriguezMay 20, 2021Making Melody's SlashVSFX are the key to making any magic power or sci fi blaster look and feel like it’s actually doing something. Melody was walking around...
Claire RodriguezMay 20, 2021Making the Occlusion MaskWhen it comes to a fixed camera, one of the biggest issues that comes up is objects blocking your screen when you walk behind something...
Alexander CroomMay 17, 2021Wayfinding in Procedural EnvironmentsLast time, when we talked about improvements in a procedural environment, I briefly mentioned the topics of wayfinding and mini-maps....
Alexander CroomMay 15, 2021Improving Procedural Environments - Pt. 1As a procedural systems designer, you start to realize that different things you have created can very quickly take on lives of their...
Alexander CroomMay 15, 2021Designing 4-Player Couch Co-opEarly on in the project we knew we wouldn't be able to work with network multiplayer within the timespan of the project. We also knew...
Alexander CroomMay 3, 2021Creating the Charge AttacksAs our team moved into the final quarter of our development cycle, we knew from all the feedback we had received thus far that we needed...
Alexander CroomMay 2, 2021Bug Fixing and Persistence as an Indie DeveloperWhen you work as an indie dev, your resources are limited, your funding is small or non-existent, and you try your best to make things...
Christina SpicerApr 24, 2021Enemy Animation CreationToday’s topic was quite a challenge for me, as I haven’t done animation for Unreal before working on Project Pulse. Thankfully, these...
Alexander CroomApr 18, 2021Creating a Procedural City - The FillerWhen creating our procedurally generated city, we've split things up into a number of categories and sub-categories. Two of these main...
Collin DrillingApr 17, 2021Making Melody: SwordWeapons play a key role in any game that revolves around fighting in some way. They are an essential component to connecting players to...
Savannah ShuffApr 13, 2021Making Melody: CharacterMelody was the first character I started making, and she went through a lot of style experiments. I wanted our characters to have...
Alexander CroomApr 12, 2021Creating a Procedural City - The Roads Pt. 2The original concept was to create a system that was relatively random, having roads that darted left and right in a random zig-zag...