The Concept: The idea I had was to design wings, cockpit, engine, etc. pieces to make a proper ship with a click of a button. Also to have my ship be unique from another person using the same assets. To give that freedom and uniqueness, I implemented enough unique pieces that work together to form different ships. On top of that, I added color tintable textures so the user can further customize their ships. This was designed as I would expect from a game with customizations, e.g. Dawn of War. I will be adding more parts as time goes by. This asset would work great if you need to generate armies of space ships. The assets share textures so the draw call will be low.
Click the link below to view the interactive demo.
Specs: Each constructed ship tri count 1290-2812 6 Cockpit pieces 5 Engine pieces 4 Fin pieces 7 Wing pieces 5 Exhaust pieces Total of 5250 combinations can be achieved.
Each ship shares materials (for mobile developtment, you can remove the spec sheet for faster performace): Material Accent 01 = 1024 (Diffuse color tintable) 1024 (Spec) Material Accent 02 = 1024 (Diffuse color tintable) 1024 (Spec) Material Exhaust = 1024 (Diffuse color tintable) 1024 (Spec) Material Cockpit = 512 (Diffuse) Material illum = 128 (self illumination Diffuse) [can be removed for optimization purposes] Material Decal = 256 (Diffuse color tintable) [include 5 example decals]
Magic Staff Set
18 staff include tintable crystals, including their customized particle effects. Because of tintable texture option, numerous more choice for tinting the staff to a variety of colors. The crystal wand and the snake wand fall in the versatile tintable category. The other staff have their orbs that can be customized. The most heavy tri count staff was the octopus staff. The rest are within 1k mostly. All textures include Diffuse/Opacity/SelfIllum/Specular maps. 512×512.
Huzzah! the bundle for Finite Arms Swords version is complete. I can now progress towards Axe, Daggers, Shields or Staves. So far I am leaning towards Staves. Magicians are cool. Might have to make a self illumination shader to go with a bunch of the designs for glow effects.
So for my next package set I will be doing asteroids. As my friends at work pointed out that the developers need basic stuff that no one else pays attention to. They are also working on some space games that they need help with. So in terms of helping them while enjoying some rock chiseling work I made these asteroids. I will be making more and have break up versions of each. I used SpaceScape for the awesome space backgrounds.
On the weekend my friend asked me to make him a quick level for his Robin hood game. I made some modular pieces and textures that would work together and whipped up a level for him. This level was supposed to be a fast playable session within 10 min. Objective is for Robin hood to travel through towards the castle gate and escape with the provisions. On the way he encounters knights that he has to battle and cannons at the gate. This was made per specs to run on android devices.
Here are the three maps that I made for landgrab.net. An online RISK (world domination) boardgame. All balancing, movement charting and the density of spaces available to capture were set by me.
The first map I made was “Silvery Moon”, an edited version of a map from Dungeons&Dragon. This map is one of the highest played map on the site with a 7.9/10 rating.
Added bridges, city gates, city blocks, rivers, and paths
A total of 113 territories from all 20 continents combined
Roads connecting the East entrance to West, North to two South entrances and vice versa
A – Map color coded with their respective continent
B – Allowed movement guides
C – Fortress and normal territory spaces
D – Game view, showing players by their respective colors and army size
E – Hover over description of territory space
F – Territory names
Second map created was from an image I found online, titled “Junnin”. I left the original name of the image in tact to give proper credits for the artist. The image was then edited on top to help illustrate the map better. Players have rated this 5.5/10.
249 territories have been defined for this map with 26 continents
Added headquarters (introduced new style of playing landgrab maps)
Added cities as continents
Made walking spaces as forests (introduced new style of playing landgrab maps)
Introduced tunnels as a way of fast traveling method (introduced new style of playing landgrab maps)
Third map created was from a smaller image I found online and then added my own art to further elaborate on the details and increase the size for the map. This map has a rating of 5.2/10 and is a really large map with a high number of territories.
307 territories have been defined for this map with 16 continents
Added areas as continents
Made fewer walking spaces
Added caves as a method for fast traveling through the map
Forgotten Coal Mine
Back a while ago my friend and I decided to make this game where the player wakes up all alone in this abandoned coal mine. The idea came to me when I saw on T.V. this program about extreme photographers. They would search for these abandoned places and take photos of the forgotten locations. The imagery and setting were very interesting to me and I initially just wanted to design it so I can walk around in such a scenario. The idea later turned into a game. Player would use clues and such to figure out how to escape and unravel the story of the location. Here is the map that I had been working on. The images were Google searched for old abandoned coal mines and buildings.
LOTR MountDoom Map
Wanted to design a hide and seek map and what better theme than Eye of Sauron on Mount Doom. I remembered the scenes from the movie and had an idea on what would go where. Did some google searches to further help refresh my memory. Drew a sketch on how I wanted to plan the map and went right into Unity. Here is the result so far. Once I add a placeholder tower and gates, I think it would be very nice looking for a speed map.
The idea is that the player plays Frodo and has to get the ring into Mount Doom. Player will spawn from the right side of the map and has find his way to the entrance inside the mountain. The player has to hide behind obstacles (cliffs and ravines) to hide from the all seeing eye of sauron. If the player gets seen by the eye, the player looses. The eye cannot see around certain cliffs and the player can use that to his advantage to hide and move when the eye passes by. There is an open area where the orcs army will be passing by where the player can hide between crowds and cross the section.