Puzzle meets old school beat 'em up? Sounds like the indie game i was working on not too long ago! Just make sure your core combat and puzzle gameplay bleed together to become the sum of their parts. You don't want a "slow" action game, or a "punishing" puzzle game. As for how us indie guys are doing, I'm still "surviving"…
I tried it once a long time ago, but the predatory royalty rates turned me off and there was nowhere near enough traffic to justify it. Them selling assets to AI scrapers just makes it worse. The only money that could justify helping people put me out of the job would be enough for me to never need to work again. And even…
These are some of my original artworks which I worked in this year. I made them in Blender 3d, with stylized look and specially towards high saturated color pallet. These are more like my personal projects and exploration to find some style. Steps involved in making these: 1. References searching 2. Sketching and mixing…
Then I would keep the leaves gray and simply add translucency to them, so they transport the light from behind them. This will greatly improve the "glowing" and magical feel you're aiming for. I also highly encourage you to seek out lighting references, rather than just from your imagination. You could even desaturate…
really great work billliestray. i'd love to see that eye pivot 180 off a strange portent; those azure stones might translate as strange tears. the scroll bit as well; it gives it a temporal feel, though from this angle i can't quite tell how the mechanism of what is read translates to the wheel apparatus
Hello! I've been working on this UE scene, currently finishing the major blockout in terms of shapes, composition and colors somewhat. I`ll start on polishing and finalizing assets soon. Thought I'd get some feedback from you guys. At the moment I`m strictly interested in hearing your opinions regarding composition, shapes…
Hello guys! Here I opened this topic to showcase our indie video game updates and elements we are working on we are continuously developing. Team: RAM Studios We are an indie developer team consists of 5 members and few volunteers joined to support for the concept. We have a main programmer, AI programmer, level designer,…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
Hey guys, Thanks for the feedback. Sorry for the long delay in replying - I wanted to post something new at the same time I replied. :) Menchen - thanks! Ikarus is a really talented guy and great at doing concepts. I just modeled them. :) You can check out his Artstation here: https://www.artstation.com/ikarus CybranM -…
Yeah I agree with what Eric said. I would also avoid adding too much detail until you're certain of your shapes. Try to also think of real world construction when you model . It looks like this end part is connected in terms of modelling to the rest of the boat. In reality this would most likely be 2 seperate pieces of…