Big Game Project “Scrap Bandits” Report: Week 3

Hi you all!

I am glad to see anyone reading this as I don’t tend to make very regular updates. However, this will be at least a weekly occurrence in the future five weeks at the least. For we are now working on our Big Game Project: Scrap Pirates!

As the third week officially marked the start of the production period of our game, it is start to properly report on the progress. Here is some brief info of the game, my role and some WIP-pics.

I’m one of the seven team members who are working on the 2D metroidvania style co-op game Scrap Pirates. You will as a player manipulate magnetic abilities to solve puzzles and fight the enemies that stand in your way, in order to find scrap parts and therefor gain riches. The game will focus on exploration and overcoming challenges together with a friend.

My work in the project will mainly be circulating around creating environmental art for the game. That comprises backgrounds and both functional and decorative assets for the three different levels. Together with my Lead Artist Christoffer I’ll design and produce graphics which feels coherent to our style and communicates the game design clearly at the same time. This week I have been working on the background tiles for the first level we will build.

bg_test

Wall tile with large, shut window.

bg_test2

Small Windows. I have yet to make holes in the wall for them.bg_test3 

Large, “open” window with character for scale. There will be a view of space in all its prettiness once everything is finished and implemented.

I am keeping everything on separate layers and they are in general divided like this (in order they are created, not stacked): Lines, flat colors, shadows(multiply), light(screen), dirt texture(multiply), color differentiation(overlay) and then whatever finishing touches I feel it needs.

My work on the backgrounds are still very much a work in progress and the work will stretch over onto next week as well. As they need to be tileable they need extra care in order to look good and not be strangely repetitive. I will also add some separate decals for the level designers to add freely on top of the backgrounds for extra variation.

I’ll give you another update in a week from now. Thanks for reading!