#19 Development News : Design

Greetings to our readers!
Today we’d like to share with you our latest news and show how we improved the graphics in the game. Plenty of pictures are coming.

We often heard from players that our game is a kind of childish one. They mostly complained about the visual part of the game, so we hired new people a month ago, and our new teammates did a great job concerning the visual part of the game in just one month.

It all began from a task for one of the candidates – he drew the following picture:

Concept

Planetary terrain concept

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#17 Development news from UnnyWorld

Good morning, everyone! We are so sorry for not writing a lot recently. It’s only because we’re now very focused on the development of UnnyWorld.

Anyway, we really wanted to share with you what we’ve achieved. First of all, we have combined all aspects of the game together, so now you can easily fight in Arenas, capture Dungeons and come back to your Planet. You can also visit other players and even attack them. With all that said It’s time for some cool pictures and videos!

Lets start with the Arenas, where you will spend the majority of time soon.  These Arenas are: “Capture the flag” and “Control the territory”.

"Control the territory" Arena

“Control the territory” Arena

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#4 Secret souce of making game environment.

Creating ingame content for a mobile game has been always a huge challenge for an artist. Modern phones and tablets are extremely powerful, but still there are strict limits on the amount of polygon and texture’ sizes that can be used in a game. At the same time mobile display size is almost the same as a PC screen. As a result we have strict limits and high demands on the quality. What should be done in this case?

Untitled-1

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#3 How to create beatiful water for a mobile game?

I’ve always kept saying that game developers are one of the best liers. You think you see water, fire or something else… If only you knew what is inside for real, it would definetely make you laugh. Several days ago I spoke with Matthew Bell – technical artist from Ubisoft. He told us that he was developing water for Assassin Creed. It pushed me to share my experience of developing water for our game. Bearing in mind that our game is mobile first of all, and that everything is happening in a Fantasy world, we set the goal to develop water, simple enough to be drawn fast, but also looking good. I need to warn you that this article is not technical. It’s for those who want to know a little more about how miracles happen in the game dev industry.

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