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TIGSource ForumsCommunityDevLogs[Djur] A sci-fi fable
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Author Topic: [Djur] A sci-fi fable  (Read 11732 times)
Rognirim
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« Reply #20 on: September 19, 2016, 01:00:38 PM »

Really appreciate the support guys Grin We've expanded on the game's description a bit in the initial post, and there'll be a more design focused post in a day or so about some of our thoughts on storytelling and the setting of [Djur].
For now I've got some more process and animation work to share Coffee





« Last Edit: September 19, 2016, 01:09:09 PM by Rognirim » Logged


Art & animation half of Voidwrought. A metroidvania platformer with a hefty dose of cosmic horror, focused around customizable abilities and base building lite.
Eluardian
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« Reply #21 on: September 19, 2016, 05:09:06 PM »

Oh wow that last fella's really beautiful.
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NineTattooedDragons
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« Reply #22 on: September 19, 2016, 05:12:17 PM »

This looks great. I really like the pixel art.
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rj
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« Reply #23 on: September 19, 2016, 05:38:03 PM »

well fuck me sideways i'm in
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JobLeonard
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« Reply #24 on: September 20, 2016, 12:04:45 AM »

That fidgetting in the second-to-last pose :D
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8loop8
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« Reply #25 on: September 20, 2016, 07:47:08 AM »

Awesome pixel art, a very unique stylization in the characters. I was wondering how did you make the glow in the in game screenshot? I'm struggling with creating an atmosphere in my work and i think some subtle lighting would help.
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Rognirim
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« Reply #26 on: September 20, 2016, 09:06:38 AM »

Awesome pixel art, a very unique stylization in the characters. I was wondering how did you make the glow in the in game screenshot? I'm struggling with creating an atmosphere in my work and i think some subtle lighting would help.

I do most of the lighting directly in Photoshop as part of the sprites, with some exceptions, but you can create similar effects in engines. It's just quicker for what we're doing only having one artist and all. I put together my steps below going from unlit to adding the flame & smoke sprite, adding an orange glow that blends into the background and lastly adding rim light to make objects pop and the light source feel like it's part of the scene.

The overlay could be replaced with an in engine light for a similar look, and then you could add an animated sprite or a texture map to get the light to actually appear to affect objects in the scene.

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Art & animation half of Voidwrought. A metroidvania platformer with a hefty dose of cosmic horror, focused around customizable abilities and base building lite.
sidbarnhoorn
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« Reply #27 on: September 20, 2016, 10:14:15 AM »

Looks awesome and atmospheric! Looking forward to seeing more! :D
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Siddhartha Barnhoorn
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Award winning composer

Composed music for the games Antichamber, Out There, The Stanley Parable, Planet Alpha...

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