Spellcaster Studios

Make it happen…

Category Archives: Art

Road to Gamescom

Next week I’ll be at Gamescom, showing Strikers Edge , promoting the best gaming mouse for league of legends and shopping around for a publisher for Gateway… In the last few weeks there’s hasn’t been much work on Gateway, except PR related stuff, since we’ve been very busy with other work. Anyway, I’ve roped some […]

Weapons and loot!

So the last week and a half, we’ve been working on the player character (still top-secret, shhhhh!), and on new weapon effects. So, here’s the new beam cannon: Besides adding some glow to it, we added a “burst” when it starts, which improves the “punch” of the weapon. This weapon both heals allies and damages […]

More on explosions…

I’ve worked a bit more on the new explosion effect. So, as last week, we’re looking at one part of the effect at a time. We started with the flame part now: I like the turbulence of this one, but it doesn’t fit, so we tried two approaches… One was using untextured quads: It doesn’t […]

Glow and special effects

Continuing the saga of “let’s clean up all the art”! This week, we’ve been very busy with the new PS4 submission of Strikers Edge, so there wasn’t as much work done as we’d like. First of all, we kind of decided on the final model look: It has features of both the cube-based version and […]

More art work…

These last few days we’ve been working some more on a new art direction for Gateway… No stone was left unturned, and while the results are encouraging, there’s still a long way to go! We tried to address the fact that the edges are not very visible. For example, on the next (old screenshot), you […]

Work on art direction

So lately we’ve been using our (little) free time to work on some ideas for Gateway’s new art direction, and although nothing is finalized yet, we’re starting to have some ideas on where we want to take this. We decided to start with the alien biome, since it’s the more… well, alien, and we think […]

Voxel models

Work has almost stalled to a halt after ComicCon, due to the beta of Strikers Edge and Christmas… We’ve been experimenting with voxel modelling tools, and the idea of switching the characters from billboards to voxel models instead:   This is still experimental, but the idea was to gives more “volume” to the characters, and […]

New enemy art

Well, it’s a been a long time since I wrote something here… The main reason is that I’m working in game development as a job, so most of my free time I don’t feel the urge to code games so much as before… In case you’re curious, I’m working on “Striker’s Edge”, an arena based […]

More stippled alpha

Still working on the occlusion shader, trying to decide what looks better… So, we have two options: using alphas (left) or using a stipple pattern (right): I prefer the right side, but based on some informal research on Twitter and on my Facebook friends, everyone seems to prefer the left side… So, left side it […]