Hey guys!
I wanted to show you guys some more desert concept art. Couple of posts back I showed some stuff from the Zenit Desert area. Back then we figured the area would end up in sort of a bowl in the desert with a temple ruin sticking out of one of the sides. We decided it’d be way cooler to approach the temple in more of a flat environment where it’ll be much more imposing sticking out of the flatter ground (also it eases our job with the camera, avoiding it clipping into sides of the desert that are higher up than the character).
The arid desert and the rocks sticking out of it is still in there though, but as the player draws closer to the temple, things take on a little more order to guide straight towards the temple.
As the player approaches the temple we’ll switch the camera angle to a more overhead view, but that’ll come in the screenshots later. I was tasked with developing the entrance area (and the puzzle you’ll find there) visually. So here’s a jumpcut to a closer view of the entrance.
That’s it for me for this update, but we’ll get back to you with more from this area soon!
Have a great weekend!
Hey everyone! Hope you all had a good holiday and a great New Year celebration!
We figured it was about time to get back into posting stuff again, so I’m going to show you guys some concept art for an area we’re calling “Zenit”. We’ve got people working on the gameplay and content design for this area as well, but I’ll kick it off with some concept art and visual development sketches!
Without revealing any story around it, Amon and Gnart find themselves facing an unforgiving desert, the habitat of the Rock Crabler, Fire Beetle and Fire Djinn from previous posts.




From there we wanted to get a better feel for the environment as a whole, and I started out doing a color sketch of Amon and Gnart right after they’ve been dumped into the desert:

We originally thought a camera above the player and pretty far out would do it, but after some discussion and prototyping the camera in engine we felt it would be better to position the camera more behind the player considering the gameplay we want in this area.

There will of course be combat encounters in the desert as well, so I did a quick mockup of how that might look when Amon and Gnart face off against a Fire Djinn.

And another following the same camera rules as the start of the desert, showcasing ancient architecture of a city buried in sand.

That’s it from me for this post! Hope you enjoyed the pictures!
Hey guys! Friday art post! I just finished this enemy design for Festival of Magic and wanted to show you guys! It’s pretty large, constantly flying and it can swoop in and give Amon an uppercut with that nasty horn. We’re working on a new environment where this guy will be an encounter. Frits is doing the system design for him now! Can’t wait for Hans Kristian to make the 3D model and animate this sucker!
Modeling sheet and texture variation suggestion:
Other than that, you can vote for us for the Indie of the Year (IOTY) award over on IndieDB! It’s super easy, just follow the link below and click the big old banner on the top saying “Vote for this game” at the top of the page!
Indie of the Year voting link.
Have a great weekend everyone!
