I'm a Technical Artist from Sweden currently working on Eco Tales : My Item Shop.
This blog post is focused on procedurally generated content and auto-generated flow maps inside of Unity, using Houdini Digital Assets.
Destruction and water shaders is the focus of this week's dev diary; also check out our 3D printed Lech!
Continuing on proceduralism inside of Unity with the help of Houdini Engine in this, my 17th Dev blog!
Procedural assets and 3D-printing, doesn't get much more exciting than this!
We're working on some baddies for the game, art and AI both! What do you think, are they too kind looking?
In this recap we take a look at what Marvelous Designer can do, we move the clothes into Unity and find out what they look like using our new clothing...
An introductory tutorial on Screen Space Effects in Unity using Shader Forge.
The first screenshot worthy of its name is revealed along with new clothes for non-Lech body types.
A short tutorial on creating and exporting a rigid body simulation for use in Unity.
Want to learn something new about UV mapping inside of 3Ds Max 2017? Or maybe check out our sweet sweet 3D print of Lech, then this dev blog is a must...
New screenshots, cloth, wonderful gifs, AI and much more can be found in this eleventh Eco Tales development blog.
We show some Concept art created for us by a fellow IndieDB user as well as some Hippo-progress. We also check out some pre-pre-alpha gameplay and, hopefully...
We look at some new art, create a very cool shader based upon Blizzard's Tech Art Talk at GDC and work work work on that code!
This is a short post, yet in a way the largest recap yet! We look at pre-pre-alpha fighting footage, as well as the new fit female and the new fit male!
This dev blog is about seeing Lech in motion, sword models and armor designing as well as some newbie tips on rapid concept art.
This recap we celebrate World Forest Day and World Poetry Day by creating trees and testing more facial animations, Jona also starts working on Ambrosia...
SpeedTree, characters, shaders and clothing, rather a lot has happened this recap, check it out!
In dev blog number four we talk shaders and SpeedTree there's also some thoughts on Normal Map generation now and then as well as some hand painted textures...
In this week's recap we take a look at SALSA a nice (read simple and quick) facial animation system for Unity. There's also a short video showing off...
Creating hand painted textures using a substance base, some updates on marketing and general modeling is what this development blog is all about!
We start our marketing campaign and look into designing and modeling your first shop!
A short summary of the work which has gone into the development of Eco Tales this week.
Chummy Fishes version 1.0 can now be found and bought on the App Store!
The first introductory webplayer showing off Bonaparte, the blowfish.
As the game gears up for release, new fishes start appearing in the waters around Chummy Fishes. Check out our latest fish Amphipoda!
We are currently looking for a Level Design intern to create the last levels needed to publish the game on Android, iTunes and Windows Phone stores. Everything...
Got the final song needed for the game composed and implemented.
Emotionally loaded Valentine's Day cards for the special someone in your life.
A new music piece has just been written for Chummy Fishes, listen to it and give us your opinion!
A small Unity webplayer that introduces one of the main "antagonists" of the game, Sparisoma, the Parrotfish.
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