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The JellyBlog
Christina Spicer
May 20, 2021
Lighting Design
The lighting was very important to bring our art style together. We had a couple of narrative and environment elements we knew we had to...
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Naomi Masterson
May 19, 2021
Smaller Environment Interactions
For the first part of development, our game was 50% combat, 50% walking sim. If you weren’t fighting, you were looking for something...
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Claire Rodriguez
May 19, 2021
Making the Occlusion Mask
When it comes to a fixed camera, one of the biggest issues that comes up is objects blocking your screen when you walk behind something...
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Alexander Croom
May 17, 2021
Wayfinding in Procedural Environments
Last time, when we talked about improvements in a procedural environment, I briefly mentioned the topics of wayfinding and mini-maps....
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Alexander Croom
May 15, 2021
Improving Procedural Environments - Pt. 1
As a procedural systems designer, you start to realize that different things you have created can very quickly take on lives of their...
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Alexander Croom
Apr 18, 2021
Creating a Procedural City - The Filler
When creating our procedurally generated city, we've split things up into a number of categories and sub-categories. Two of these main...
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Alexander Croom
Apr 11, 2021
Creating a Procedural City - The Roads Pt. 2
The original concept was to create a system that was relatively random, having roads that darted left and right in a random zig-zag...
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Jamie Zerillo
Apr 7, 2021
Making Procedural Textures
As with our level design, we wanted to allow for flexibility and modularity in our material work. As opposed to painting...
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Christina Spicer
Apr 6, 2021
The Making of Procedural Buildings
Since Project Pulse’s environment is procedurally generated, we had to set-dress the city block by block. Our focus here was to make our...
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Alexander Croom
Apr 2, 2021
Creating a Procedural City - The Roads Pt. 1
As we were concepting the idea of Project Pulse, we were actively toying around with the idea that we could use procedurally generated...
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Nathan "ZeWei" Malota
Apr 1, 2021
Making the Project PULSE Style Guide
Once 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...
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