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Super Dimensional
Above is a 43MB video (so mobile users beware) of the game. The assets I'm responsible for that are visible: the ships (including the alien ship); arena/environment (all but the lighting and background); power-up boxes, icons & effects; spawn effects; asteroids & crystals; treasure chests (Chris Watts' concept); and the black hole (including effects).
I have made my development diary/report for this project available online to allow for more detail on my contribution to this project to be available.
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A Less Busy Version
Just in case.
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Power-up Efficiency
Originally, this was to be an Ouya game, and as such there was a high emphasis on efficiency and minimising the cost of art assets. This design for powerup boxes uses only 44 tris and 32x32 texture sheets per power-up, while maintaining a high level of visual difference and identity.
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Jet Boost and Flamethrowers
Screenshots of each effect and their settings can be found here for the boost and here for the flamethrower.
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Shield Effect
Achieved by creating a shield mesh, giving it a translucent shader and hand-keying its animation around the centre with a tracer effect added to it.
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Spawn Effects
A screenshot of the effect's settings can be found here.