To The End update!1st pic: the game started off with a low poly/ fractured look, but I’ve moved away from that and I’m hoping to create more definition with texture, rather than hard normals. 
2 and 3: I’m working on background elements, but I don’t have unity pro yet, so I can’t really add depth of field, fog, and a whole bunch of other visual effects. So the second pic is a photoshop mock-up of what I hope the background will look more like in the final product.
4: a whole bunch of mountains that I don’t have textured yet. To The End update!1st pic: the game started off with a low poly/ fractured look, but I’ve moved away from that and I’m hoping to create more definition with texture, rather than hard normals. 
2 and 3: I’m working on background elements, but I don’t have unity pro yet, so I can’t really add depth of field, fog, and a whole bunch of other visual effects. So the second pic is a photoshop mock-up of what I hope the background will look more like in the final product.
4: a whole bunch of mountains that I don’t have textured yet. To The End update!1st pic: the game started off with a low poly/ fractured look, but I’ve moved away from that and I’m hoping to create more definition with texture, rather than hard normals. 
2 and 3: I’m working on background elements, but I don’t have unity pro yet, so I can’t really add depth of field, fog, and a whole bunch of other visual effects. So the second pic is a photoshop mock-up of what I hope the background will look more like in the final product.
4: a whole bunch of mountains that I don’t have textured yet. To The End update!1st pic: the game started off with a low poly/ fractured look, but I’ve moved away from that and I’m hoping to create more definition with texture, rather than hard normals. 
2 and 3: I’m working on background elements, but I don’t have unity pro yet, so I can’t really add depth of field, fog, and a whole bunch of other visual effects. So the second pic is a photoshop mock-up of what I hope the background will look more like in the final product.
4: a whole bunch of mountains that I don’t have textured yet.

To The End update!

1st pic: the game started off with a low poly/ fractured look, but I’ve moved away from that and I’m hoping to create more definition with texture, rather than hard normals. 

2 and 3: I’m working on background elements, but I don’t have unity pro yet, so I can’t really add depth of field, fog, and a whole bunch of other visual effects. So the second pic is a photoshop mock-up of what I hope the background will look more like in the final product.

4: a whole bunch of mountains that I don’t have textured yet.

More environment practice. mynameismad threw some sick hand lettering onto this, and I think it really ties the whole thing together.

Made a very small sketch into a colored landscape! Trying to practice my landscape painting skills so that I can create stronger 3D environments.

tomgamedev:

Tryin some ambient/fog color changes before reworking the repartition of props in levels.
tomgamedev:

Tryin some ambient/fog color changes before reworking the repartition of props in levels.
tomgamedev:

Tryin some ambient/fog color changes before reworking the repartition of props in levels.
tomgamedev:

Tryin some ambient/fog color changes before reworking the repartition of props in levels.

tomgamedev:

Tryin some ambient/fog color changes before reworking the repartition of props in levels.

mynameismad:

It was critique day in class so I got a lot of sketching done and then I drew the most accurate portrait of my boyfriend ever.

Wow, it’s really me! mynameismad:

It was critique day in class so I got a lot of sketching done and then I drew the most accurate portrait of my boyfriend ever.

Wow, it’s really me! mynameismad:

It was critique day in class so I got a lot of sketching done and then I drew the most accurate portrait of my boyfriend ever.

Wow, it’s really me!

mynameismad:

It was critique day in class so I got a lot of sketching done and then I drew the most accurate portrait of my boyfriend ever.

Wow, it’s really me!

koopmodeblog:

A collection of screenshot (saturdays) from GNAH!’s development posted to twitter over the last month
Follow KO-OP on twitter

I’m totally on board with all of this koopmodeblog:

A collection of screenshot (saturdays) from GNAH!’s development posted to twitter over the last month
Follow KO-OP on twitter

I’m totally on board with all of this koopmodeblog:

A collection of screenshot (saturdays) from GNAH!’s development posted to twitter over the last month
Follow KO-OP on twitter

I’m totally on board with all of this koopmodeblog:

A collection of screenshot (saturdays) from GNAH!’s development posted to twitter over the last month
Follow KO-OP on twitter

I’m totally on board with all of this

koopmodeblog:

A collection of screenshot (saturdays) from GNAH!’s development posted to twitter over the last month

Follow KO-OP on twitter

I’m totally on board with all of this

reverbriot:

I attempted to maybe make a more up-beat style song, or something.

It’s only slightly so. Whatever, man.

Hey guys, this is Joe and he’s the guy making the music for To The End! follow him for sick jamz.

RAD GRASS UPDATE. the first two pictures show grass that I made today!
the last picture shows how a player will be able to tell if a platform is traversable or not. Since the game is in a orthographic view, I have to use textures to show players what platforms they can and cannot drop onto. in the case of a landmass made of multiple rocks (like in the picture), the player will be able to jump on, on drop down upon any surface that is covered in grass. If the landmass is just rock, then it’s apart of the landmass for ascetic reasons and not an actual platform. RAD GRASS UPDATE. the first two pictures show grass that I made today!
the last picture shows how a player will be able to tell if a platform is traversable or not. Since the game is in a orthographic view, I have to use textures to show players what platforms they can and cannot drop onto. in the case of a landmass made of multiple rocks (like in the picture), the player will be able to jump on, on drop down upon any surface that is covered in grass. If the landmass is just rock, then it’s apart of the landmass for ascetic reasons and not an actual platform. RAD GRASS UPDATE. the first two pictures show grass that I made today!
the last picture shows how a player will be able to tell if a platform is traversable or not. Since the game is in a orthographic view, I have to use textures to show players what platforms they can and cannot drop onto. in the case of a landmass made of multiple rocks (like in the picture), the player will be able to jump on, on drop down upon any surface that is covered in grass. If the landmass is just rock, then it’s apart of the landmass for ascetic reasons and not an actual platform.

RAD GRASS UPDATE. 

the first two pictures show grass that I made today!

the last picture shows how a player will be able to tell if a platform is traversable or not. Since the game is in a orthographic view, I have to use textures to show players what platforms they can and cannot drop onto. in the case of a landmass made of multiple rocks (like in the picture), the player will be able to jump on, on drop down upon any surface that is covered in grass. If the landmass is just rock, then it’s apart of the landmass for ascetic reasons and not an actual platform.