Week 3 – decals, drill bits, and duck confit

Short post this week, not much to report.

The biggest thing was we were chosen to represent the U at the Intel University Games Showcase at GDC this year. Cyber Heist had the honor last year, so I’m super stoked that we were chosen to be there this year. It’s a little nerve racking, since this just adds to the massive list of things to do (both for the game and for EAE) but it still seems perfectly manageable.

Inhibitor concept art was narrowed down and the final was chosen:


I did a multiple view version for Cory to model (which is good because that would have taken me forever)

Joe was able to get the decal system working, which is amazing! We don’t have to use the tile system anymore, which will cut level creation time by at least half, AND it means we can mess with the geometry way more than in the previous system. We can have curves, acute and obtuse angles, ramps, all kinds of interesting stuff. Which is really great because the levels need all the help they can get. So we’re approximately one month away from GDC, there’s still a lot to do and not a lot of time to do it.

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