Tag: Technical Art

EDNA Procedural Island Tool

As the sole artist working on EDNA, in order to develop worlds quickly I needed to come up with some tools that would allow me to quickly create…

Highlighting Overlay

This is a quick method for highlighting objects in-game without the need for post-process outlining. When the player highlights an object (in this example by mousing over); the…

UV Mapping Tricks

A little trick I like to use a lot to save on the need for complex animations or shaders, is to build the animations into the UV map…

Photography System – Prototype 1

I’ve been slowly working towards making a Pokemon Snap! style game, and the first step for that is being able to check if a creature is actually even…

EDNA – An Early Prototype

Early on in EDNA’s development the artistic direction was significantly more complex than it’s current state. Early concepts involved an overworld populated by a series of Pikmin-like critters…

Dynamically Split Screen for WORLD4

WORLD4 2? WORLD5? WORLD4²? I’m not exactly sure what Alexander Muscat is planning to call the next iteration of his game WORLD4; but that hasn’t stopped me helping…

A Dynamic 2D Sky with Scene Lighting

EDNA is designed for some particularly low-end hardware, which means we can’t do a *tonne* with our lighting. I still wanted to have some nice lighting effects in…

3D-Mapped Noise for Water

I’ve been working on a shader for EDNA which is applied to a dynamic water plane in the background. Using the interactive water object developed by a colleague…