Alpha 3 and the Future

We have finally released the third alpha, the first one since we started using Godot.

The bigger purpose of the new alpha release was to demonstrate, to the world and to us, that we can deliver. In many ways, Alpha 3 is a short game in itself, with a definite beginning, middle and end.

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Personal challenge: 2 weeks left!

Hey everybody,

pasted weeks has been so tough! After the intense work of the pasted season, this challenge I gave myself is withering me!

Two weeks left and I still have to do 4 entire stages (one from the scratch). So, I’m note sure I will be able to finish before the deadline… BUT. This challenge gave me a lot of focus and speed boost to produce a bunch of assets, and forced my mind to be quick, aware, thinking out of the box to save time with a lot of reuse and color swap. Continue reading

Personal challenge: 500 assets in 60 days!

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Church of Truce: mock up for choke point#3. 2017

Hi everybody,

here is my new personal challenge for Wizards of Unica! I’m gonna draw 10 stages’ assets in two months! 50 new graphics each one so more or less 500 assets in 60 days!

If you are following Wizards of Unica since last year you know that lately I produced a bunch of assets. But because of the non-primary nature of this project (Luca and I have very busy life with business and family) is very easily to get lost into perfectionism and never-ending dev. Continue reading

How to improve your pixel art?

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My sweet Behemoth after his 2017 remake

In 2014 I had no serious experience with pixel art, and no clue about animation. But when Luca shared with me the main concept for Wizards of Unica, I understood that’s the only way that game should have been.

Despite I’m a pro artist in both traditional and digital media, my only previous works in pixel art has been Vega and Sagat portraits when I was 9, made in Paint. And my only approach to animation has been a lovely week with RPG maker, as a teenager: a short story due to my zero code skills. Continue reading