![]() Our seasons have cute names (Quiet, Pollen, Dust, Wet) but are roughly equivalent to winter, spring, summer, fall. 3d elements like rocks and colony walls are tinted to match the weather, which includes rain, snow, heat shimmer and clouds of pink pollen. Some plants have yearly lifecycles, growing taller or flowering then returning to buds. In the main colony region, all the plants, terrain textures, and weather effects change with the season. To bring this world to life, I worked with concept artist Sarah Webb, illustrators Meilee Chao and Eduardo Vargas, and 3d modeler Sarah Roland on our beautiful outdoor scenes. Exocolonist Glow Season Concept Art by Sarah Webb It was the jungles of Central America and the coral reefs of Southeast Asia that inspired Exocolonist’s lush landscapes and focus on the natural world. I might be best known for traveling the world with my husband for five years when we first went indie. I work with different artists for every game, from Flash browser games, to mobile, PC, VR, and now consoles. I’m Sarah Northway, co-founder of Northway Games and creator (/designer/coder/co-writer/art director) of I Was a Teenage Exocolonist, as well as the narrative city-building series Rebuild and other games. But over five years I learned how to make our complex outdoor scenes fast and efficient. I was still getting to know Unity when I created these outdoor scenes, and mistakes were made. Our narrative deckbuilding RPG I Was a Teenage Exocolonist is set on the alien jungle planet Vertumna, which you run around and explore as you grow up. Taking a game from Unity prototype to Switch and PlayStation can involve compromises, but what you need most are some good tricks and custom shaders. ![]() How a Unity scene with 1600 lights was optimized for consoles.įinal product: Glow Season in I Was a Teenage Exocolonist Optimizing Glow Season in I Was a Teenage Exocolonist
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