Hypastorm Asset Workflow
With Hypastorm completed and released on all target platforms, the time has come to look at a breakdown of my asset workflow during the production of the game.
With Hypastorm completed and released on all target platforms, the time has come to look at a breakdown of my asset workflow during the production of the game.
I've released one of my game development tools, Xcode asset catalog generator, on GitHub. The tool builds the Xcode asset catalog from source assets and generates images with optimized sizes for iPad, iPhone, Apple TV and Mac.
I recently released Hypastorm, a casual, twin stick action shooter game I've developed for iOS, tvOS and macOS. It is available on the App Store. And what is going on with LunaX Engine?
File structure for game development. When I was starting my first game last year I was looking for this type of information but I couldn't find any good resources. Here's a breakdown of how I organize my game projects.
In this episode I've ironed out the art pipeline to use for LunaX Engine. The pipeline is built around Blender 3D combined with custom generator tools.
In this episode I've implemented collectible items and weapon upgrades. Also I've started to do initial dabbling with Game VFX that will end up in SpriteKit.