Low Light Combat 2013 Art Asset Overview

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Here are some art assets we made for our Mojam 2 game, Low-Light Combat!

Transcript:

Welcome to the low light combat art asset overview.

Recently we completed a multiplayer deathmatch game for Mojam 2. Like other jam projects, I finished a lot of art assets for this one, but instead of going through them like a laundry list, I figured I'd focus on showing off a few key assets.

One of the bigger challenges for this game was trying to do detailed, texture mapped characters with specular and normal textures in the time that we had set aside for the project. I cut a lot of corners. For example, I didn't bother to do a high-poly sculpt
for this character. While that means it's not really detailed enough for close inspection, I think it looks pretty neat during typical gameplay.

The charger is a central fixture of the current map, so I wanted it to be interesting to look at, and also communicate what it's for. I was kind of inspired by wireless charging mats for cell phones, but also wanted to have some glowy lights and radiation symbols.

In first person shooters the gun almost always takes up a big part of the screen so it's important to get it right. Because of that, I spent a bit more time on the concept art for this. You see the gun from both 3rd and first perspective while playing, so it's I did concept drawings from two angles.

One interesting challenge a few of the assets I made had was getting the most out of the texture space. To do that for the sub, the texture was broken in to parts that easily tile and parts that are a bit more unique. Although I modeled out the basic form of the whole sub, onlye the conning towers and the area around them have sufficient texel density for up-close inspection.

That's it for this art asset overview. Get low light for free by preordering Overgrowth, or get it at Wolfire.com/llc

Thanks.







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