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...
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 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...
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...
Jamie ZerilloApr 7, 2021Making Procedural TexturesAs with our level design, we wanted to allow for flexibility and modularity in our material work. As opposed to painting...
Christina SpicerApr 6, 2021The Making of Procedural BuildingsSince Project Pulse’s environment is procedurally generated, we had to set-dress the city block by block. Our focus here was to make our...
Alexander CroomApr 2, 2021Creating a Procedural City - The Roads Pt. 1As we were concepting the idea of Project Pulse, we were actively toying around with the idea that we could use procedurally generated...
Nathan "ZeWei" MalotaApr 1, 2021Making the Project PULSE Style GuideOnce we decided on the overall theme and design of this game, those in and out of the art team took a day to gather up images and create...