KAIJU CRUSH DEVLOG 04/24/2015 – CREATING A KAIJU

We put a lot of time and thought into creating the characters for Kaiju Crush. Here is a quick breakdown on how we build one of our lovable kaijus. 1. Based on the design and vision we create a concept sketch of the character to give us an idea of the shapes and details. 2. Using the concept as a guide, the 3D mesh is molded in 3D Studio Max.…

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KAIJU CRUSH DEVLOG 04/10/2015 – CREATING AN ENVIRONMENT BACKGROUND

Kaiju Crush will stomp it’s way through many iconic cities of the world and so we thought we would share our process when creating these backgrounds. We have used the New York scene for this post. Based on references of the city, a rough concept sketch with all the elements are created in a scene. The buildings are basically comprised of low poly cubes with bends and taper modifiers applied.…

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OPTIMIZING iOS GAMES IN UNITY FOR UNIVERSAL BUILDS PART 1: Environments

Our initial roll out plan for our current game Nitropia was to distribute in HD and SD SKUs. This would allow us to maximize our potential install base and tune each SKU for performance. After signing with a publisher we were informed that the game would be easier to market (code for ‘Apple likes it so do it…’) and distribute as a universal SKU. So we began the process of researching how we could optimize our game to play on multiple hardware platforms without sacrificing the quality we worked so hard to achieve. Fortunately, after a little research and testing we found that Unity PRO had some nifty in built solutions for compression, profiling and loading. Our goal was to make a universal build without compromising the number of concurrent characters, environment effects and resolution of the characters with iPad 2 and iPad mini as our lowest common denominators. We will deal with the Android SKU in a separate post.

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