Game
Sonnergy

7 years ago

For the VFX on Sonnergy we've followed some techniques taken from League of Legends VFX Guide, like giving the players an apropriated hitbox feedback simply by drawing range lines on each VFX




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Starting off with the game pre production, we planned to make the game design to work in a modular way, we planned this concept to be the basis for all of the game's assets, from scenarios to characters, animation, and even how the programming would work.

We've drawn each level design idea on Photoshop and discussed it before it make into the game

Hey everyone, thanks for playing Sonnergy! We're here to breakdown into Sonnergy's development process, what difficulties we've encountered and what decisions we've made to deal with it

Sonnergy's rooms are composed of tiles combined which creates prefab rooms, each one with its own level desing and dificulty rank, we feed this information to the procedural system later to adjust the room % of spawning itself based on its rank

Short intro of us 💕✌️

We're an eletro duo based in Seoul 🇰🇷 Heavily influenced by the 90s.

Our new album #Xennials is all about the nostalgia of that era 💽 CD listenin 📟 beeper beepin 💾 floppy disks floppin days 😎

Stream now! 🎧

https://open.spotify.com/album/3YwWhnHWVy5cA8XOpbaGRA?si=8E9awqU…

Here's a peaceful little forest scene for this #screenshotsaturday, from the beginning of the game.

Another house i made long time ago.

Updated the chest in the maze, adding sound, particles and better animation. But what's in the chest?

Shuiro Haname. #Commission

Commission for @ShuHaname

Rockin the Guitar, an Axe like Guitar I made for my Uni project