What is good my homies. We are almost halfway through our summer pre-production phase! Our current goal is to finish our first prototype of the core game loop by the end of this month!
While that’s going on, we’ve also created a Home Base team made up of UI artists, Designers, and Engineers! Home Base is going to be the central hub when your character is out of combat. Everything from narrative, upgrading, troop management, and level selection will all happen here. Our interdisciplinary Home Base team will be independent, tackling the design-to-implementation pipeline as a whole!
Art team has officially moved to the 3D stage, with concept being revisioned constantly and characters and props being modeled!
We also started an asset list!
Heyo! Design has been having a field day with new members up the wazoo. We helped establish a Homebase team that has some of our designers. We have gotten more hands in engine to get some more practice and layouts. We have a general enemy doc set up and finished (for the most part, just some more tweaks). We’re also starting to make out first iterations of skill trees for our player classes! Overall w asf work
Sup, troopers. UI and Design team members have fused together to create their love child: Home Base.
We had our first figma workshop! We gave a run down of the UI pipelines to be followed during the creation of Iron Testament and general figma guidelines.
Participants were then tasked with recreating a button from one of their favorite game UIs. We wanted this activity to help our homebase team and eager figma learners become more comfortable in creating UI components using Sigma and understand each component of a UI asset (a button!) It also allows to