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  • Well it has been quite the journey, but it’s finally looking like Lurksoft’s first official game is pretty much done. We’re going to be testing some more and tweaking it, but it’s mainly done . More to come in the following days, as we wrap it up and decide how to distribute it to an unwary public. As a first tease, here is a picture from the manual I’m currently working on, and the title screen. Stay tuned!

    Gemzard, almost done!

    Well it has been quite the journey, but it’s finally looking like Lurksoft’s first official game is pretty much done. We’re going to be testing some more and tweaking it, but it’s mainly done . More to come in the following days, as we wrap it up and decide how to distribute it to an unwary public. As a first tease, here is a picture from the manual I’m currently working on, and the title screen. Stay tuned!

  • Today I did a quick sketch to try and see how quick I could do a painted background. Then I tried to improve my animation pipeline using Anime Studio Pro. The best results are attained when you cut your character in segments and only use translate and rotate events- bones tend to give a watery blur at rendering which don’t look all that good. I found a nice script that really sped up things, don’t know why I had not found it previously. I’ll do more animation tests tomorrow, I really need to find a good streamlined way to produce...

    Mockups and animation tests

    Today I did a quick sketch to try and see how quick I could do a painted background. Then I tried to improve my animation pipeline using Anime Studio Pro. The best results are attained when you cut your character in segments and only use translate and rotate events- bones tend to give a watery blur at rendering which don’t look all that good. I found a nice script that really sped up things, don’t know why I had not found it previously. I’ll do more animation tests tomorrow, I really need to find a good streamlined way to produce…

  • I did a (codename Galahad) concept this morning, tried a few new things during the process. I’ve always liked masked characters, there’s always that mysterious vibe emanating from the eyes- masks, scars and eye-patches are the character designer’s best friends.

    Another day, another concept

    I did a (codename Galahad) concept this morning, tried a few new things during the process. I’ve always liked masked characters, there’s always that mysterious vibe emanating from the eyes- masks, scars and eye-patches are the character designer’s best friends.