Spellcaster Studios

Make it happen…

Tag Archives: art

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 […]

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 […]

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 […]

The cave temple

Just working on the cave temple at the moment… Had to add some scripts to get some effects I wanted, and added fake lighting to the editor… The area will be all dark, but the crystals and the players flashlight… It will also have a new gameplay element (falling rocks), and I still need to […]

Working on the temple…

Today I started working on the new temple for the game, using the brand new voxel editor… Had to code a lot of new stuff because of bugs, and things that weren’t quite user-friendly (for example, custom brushes are very needed, so I coded those in). I started by working on props that I can […]