Another minimum effort class project. This one made use of the unity tilemap and smart tiles. And I didn't want to delve into creating new mechanics at this point because that would slow down the learning process. I want to go through more iterations before I can focus on one solid idea and give it its due time, but only after I have sufficient knowledgebase. That is why the broken experimental stuff is on hold... Hope to get it back online soon.
First thing's first, an introduction. I am a game designer by profession and I sometimes do concept art and in-game art as well. But working for someone means you don't get to choose the limitations you want to be put on yourself. You don't get to choose the IP, or the kind of game you want to make. These things are dictated top-down. So I have been thinking of starting a side project of my own for some time now. I tried to get some programmers onboard, but I guess I am not as persuasive as I like to think I am. But now I have taken things in my own hand and this blog is going to be my diary of the journey that I am undertaking which may or may not end up in success. So, being a designer, I know the game(s) I want to make and the IP want to build around it. I can also dabble in some concept art. What I am currently zero at, is programming and 3D art (especially making game-ready assets). I can model a little bit in zbrush, but the direct output of that is millions of polygo
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