Wrapping Up Geneva Lost

This will be the last post related to our current project Geneva Lost. These last weeks have been busy and we’ve all learned one or two things about developing a game. The most important thing that I learned was the importance of planning and structure. Without it the amount of working hours each week got inconsistent. This caused a lot of our original plans to be cut out because lack of time. However there are a lot of positive things to take out from this project too, but I think that I’ll save that for another time. So, what have I done this week exactly?

This week has mostly been focused on polishing, or in my case mostly rewriting our design document which had to be complemented because it was missing a few things or lacking in other things. I did however get something more game related done! I’m guessing that I’m kind of dragging out, so I’ll just get started.

Body parts!

To further increase the feedback and satisfaction of killing a crawler we decided to make the crawler explode into bits and pieces (referred to as “gibs”, which is short for giblets, within the gaming world) as you kill it. My task was to make draw these giblets. It was an easy task because I could recycle the same textures used in the original crawler model sheet.

Crawler gibb parts1

So what I did was to cut different sections from the crawler. I tried to take at least one of each body part. I then tested a bunch of different brushes until I found one that would create a “damaged” kind of look. The one I chose made the skin of the crawler appear grated, which I found cool. The process was to first erase a little bit then add a deep and dark red above and lastly some skin color on top of that. This kind of layering creates a very superficial depth to the picture. But it’s something, right?

Crawler gibb parts2

A bit later into the production I decided to add some bones and such to make it a bid more gruesome. In addition to that I also made some small bits and bones that could be used in the effect as well. I also realized that the lines needed to be less apparent so that it would be easy to distinguish between crawlers and gibs during combat. We haven’t yet implemented this into the game, but I’m sure that it will look great!

/Simon

About Simon Ströberg

2015 Graphics