WE’RE BACK It has been a while, hasn’t it? You would think that months without news would signal the demise of a project such as this, but in our case that couldn’t be further from the truth. Excubitor is alive, kicking and better than ever. In the three months since we last updated the website we managed to port (pretty much) all of our game features from
As you may have read in our previous dev blogs we came out of the gamescom 2013 event with a lot of new knowledge about the world of game development and some much appreciated feedback from players and industry representatives. One of those industry representatives just happened to work for Unity and after a fairly informative conversation we were convinced
After last week’s inside look into our, slightly un- experienced, master plan for game convention attendance it’s time to talk about the actual gamescom 2013 experience. ARRIVAL We took a plane to Dortmund, it was the cheapest option, and then a train to Cologne. It’s important to mention that.
Better late than never, right. We might have skipped a couple of weeks after we promised to write about our gamescom 2013 preparations, but the whole process took way more time and manpower and we really couldn't find the time to write about it. Now that it’s over we can do a nice summary and tell.
After we skipped last week due to a small holiday break (we need those once in a while), we return with our weekly blog updates to talk about the visual effects in Excubitor. Since we covered the process of asset creation up to this point we can now assume that said asset is already placed in the game world to enrich
Today we reach the final chapter of the asset creation story. After the modeling and base texturing it’s time to beautify the texture with some additional tricks, all of which are essential when creating a model intended for video games. NORMAL MAP The first step is to create a normal map for the model. There are two methods for normal map creation.
After last week’s talk about the fundamental principles of 3D modeling for games it’s time to explain the next step in the process. Once the object is modeled, with everything that was mentioned in the previous post taken in consideration, the result would look something like this. In order for the texture artist to be able to paint the object he will
It's time to talk about the art creation process in EXCUBITOR. In our development pipeline, and I am pretty sure the same goes for all other game studios as well, artistic design is the first step in the content creation process. At the beginning, when the initial team of Aleksandar and Ivan started
This week we will delve a little deeper into our development process. While the last blog served as an intro story about the birth of Excubitor and the creation of Tesseract Interactive here we will talk about the first, and arguably most important, choice the team needed to make, the choice of a programming language. C# As mentioned in the previous entry
IMPORTANT NOTE: We decided to scrape all of our previous news updates and start bringing you development news in a more streamlined, organized, and hopefully, interesting fashion. FRIENDLY WARNING: Wall of text to follow. THE GENESIS Some four and a half years ago, after spending most of their youth in the embrace of the video game culture, Ivan Ivanovski and Aleksandar Jovanovski made