The last couple of weeks were rough as I went through growing pains in my new job. Now I’m able to resume somewhat normal hours of commitment to game development again, which is sitting at around 50 hours per week.
I spent a few minutes playing with fonts and manipulating them into something that has the right character to represent the feel of the game. I’m not a typography or graphic design expert but I’ve put to use what little I do know from my time in architecture studies. A thick, bold font and some sharp angles along with a subtle gradient gives it the aggression, strength, and imposing feeling I want players to get from the game’s protagonist whom I’ll call for now the “avian alien.”
As I began texturing the space marine, I was at a bit of a loss for how to tackle the color scheme. Instead of fiddling around in Photoshop I decided to have some fun and create a new piece of concept art to help me figure it out faster and in greater detail. Then I’d have an easier time texturing with something to reference.
With the color scheme, I tried going for something more realistic by drawing inspiration from what actual space suits look like – primarily white with variation in color coming from the material itself. Like any design made for entertainment, of course I can’t discount some level of “just make it look cool” in the details, but I like things to lean towards grounded and functional. I think most sci-fi designs in movies and games are overdone with unnecessary clutter and detail.
Didn’t get around to filling in color for the marine texture but I did finish roughly sketching in the detail lines that I need to start creating normal details via Ndo. This is the starting point of my current texture pipeline (I’m thrilled to integrate Ddo into it real soon). Much faster than modeling out a super detailed mesh and baking down from it. I’ll use high res models for organic objects, but I don’t bother with that on hard-surface stuff.