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GameDev, Making, ART, Prototyping, Animations
ghosttime avatar

making Art GameDev

I've been working with these monsters for almost 8 months now. Which seems kind of crazy. I hired a freelance blender artist over upwork to create some basic parts that I could start prototyping on the generative monster creation and procedural animations. It wasn't the best experience (I blame my inexperience with hiring freelancers) but my artist did deliver a range of monsters that worked really well for prototyping my system. I've been in tuning things up since then and the monsters are starting to work better and better. I will confess that I had recently decided to cut the monsters completely because I felt that they weren't working. But I revisited them sat down and just worked through all the problems and now I think they're here to stay. I might still make some major changes to these particular monster parts but overall I'm glad I'm sticking with it.

2 3 627 Sep 2016

Comments

captain avatar

For some reason these bring to mind the Japanese Kaiju genre of movies / monsters. Was that intentional? Regarding your working process, this also reminds me of coding - sometimes there is no choice but to take a complete break from banging your head against a wall and then when you revisit some time later it just seems to click. The mind is a funny thing. I'm glad you stuck with it too!

Sep 2016
ghosttime avatar

Yeah, I definitely wanted to reference the Kaiju from the movies - I actually gave the freelancer an image of all the monsters from Pacific Rim as reference which is all CG, but I also liked the idea of all the monsters looking like they could just be an elaborate costume worn by a person in one of those older classic films.

Sep 2016
captain avatar

Oh that's wild. I like that Jettomero is actually about the most innocent looking Kaiju ever created. At first when I found out about the game I thought it was more about peaceful exploration. Now I see the reality is more nefarious!

Sep 2016
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