Game
Sonnergy

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

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.

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

art comission.

Finished a project I've been working on over the last few days!

Modeled and textured in Blender.

#3dart #lowpoly #npbr #fantasy #hut

One of the most critical update for Sunblaze demo. Now you are able to pet a cat! Finally!

A Shiny Mega Gengar 🌟 For @ManutkArt 's #ThreeColorsChallenge!

Microsoft Windows XP Unprofessional (windows logo prototype)

The Authority decided to investigate the Basement and leads to recovering classified documents Fun fact: The building has 928 doors and not 1000 doors. #horror