The tasks I was assigned for Sprint 6:
Textures for rocky planets
Textures for snowy planets
Both were completed.
In sprint 6, I was able to complete these two tasks on time, however they were not implemented in the game.
| Rocky Planet with no water |
For each task, I created a custom material in Substance Alchemist for the base textures. I based the snowy planets off of the rocky planet, and created a few variants using Alchemist. From there, I imported the material into Painter and created unique textures for each variant of the rocky and snowy planets with areas (or lack thereof) of water and other unique features.
The tasks I have been assigned for Sprint 7:
Creating a parallax background for the game scene
Creating the app icon
Creating a promotional poster
Creating a featured image banner
Creating a trailer with gameplay
As of halfway through the sprint, the poster and app icon have been completed. Currently, I am working on creating the parallax background.
For the promotional poster, I discussed with our lead about the art style and what exactly he wanted to display on the poster. This is the sketch that I came up with based on his suggestions and ideas:
| Poster Sketch |
I used Adobe Illustrator to outline and cel shade the poster’s components, using the sketch as a guide. We decided to go with this art style because we felt it fit the games style the best, and that it would best represent the game as a whole. The biggest thing I wanted to highlight and feature was the spaceship, of course, so that was the first component I worked on. My biggest issues were: fixing the perspective on the space shuttle wings, and shading the shuttle. Despite the simplistic look of cel shading, it’s actually surprisingly difficult to get the look of the shading right. It took a couple rounds (including messing around with Illustrator’s pathfinders) to get the shading down, but in the end I think the product looks pretty good.
For the asteroid, I looked at a couple realistic references and a couple clip art references to get the look I was going for - something in between cartoon and real. This was fairly simple to do, and I ended up liking the look of this one the best. Finally, for the last main component, I worked on the sun. The sun./star was probably the most tricky component to figure out, shading wise. I debated between utilizing a texture that we already had or creating a new shader to better match the cel shading idea, and I went with the latter.