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Cutscenes & Animation

March 16th, 2013

John

Hi! Over the last few weeks I’ve been fine tuning some of the basics I’ll need to support things like cutscenes, dialogue, etc. I’ve also been playing around some more with effects to get different types of atmospheres/weather/etc. Lastly, I’ve been working on figuring out how combat animations will work, and how to quickly produce them in large volumes using Blender. Here’s a quick video and some screenshots which showcases some of what I’m talking about:

Also, I’ll be at GDC for the first time on the week of March 25th. If you’ll be there and would like to catch up, feel free to reach out. Cheers!

stealthMode = OFF;

March 3rd, 2013

John

Hello! Starting today, I’ll be sharing some info on my long time pet project turned full-time labor of love, Liege :

Liege is a story driven, tactical RPG, initially targeting iOS & Mac, with later ports to PC and Android planned. My goal with the project is to create an interesting blend of compelling, character focused narrative and elegant, accessible tactical combat. Other areas I’m focusing on include creating a unique, hand drawn visual aesthetic, and a minimalist, touch optimized interface.

I’ve been putting together a proof of concept to vet the key technical components, design elements, and visual tone that will support the final game. Take a look at the video and screens below for more info:

Proof of Concept video

Screenshots

Once the demo’s complete (hopefully by end of March), I’ll be switching gears and focusing on churning out content for the final game, which I’m hoping to complete in time to submit to next year’s Independent Games Festival. Between now and then, I’ll be adding lots more content here. This blog will a place for me to provide you the latest on the project, and to provide some insight into the process and thinking that’s going into the production of the game.

If you’re interested, follow me on Facebook/Twitter/RSS, leave a comment, or drop me an email. Cheers!