In my previous post I explored how I approached level art at a high level. This time, I’ll explain the method that I use to decorate one room in Subaeria….
In a big production such as Subaeria, a story driven videogame that unfolds in a unique world, you need an art direction that transcends the project visually. The look of…
In my previous blog post, we had focused on how labyrinths are procedurally generated, and what type of constraints game design bestows upon us. Today, it’s time to look into…