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Our new partner – Dhakma

We have partnered with Dhakma to bring C++ and openGL/DirectX programming expertise to Dawn Patrol Games. Dhakma’s capabilities include: Face Recognition Raspberry Pi Solutions Motion Detection and Tracking iOS and Android Computer Vision Solutions GPU Accelerated Solutions Dhakma Video Analytics

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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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CHICKEN HOOD DEVLOG 04/07/2015 – Concept Enemies

You can’t have a hero without villainous enemies trying to thwart him at every turn. Here are sketches of the usual suspects (dog ,cat, wolf, fox, squirrel, etc). As you will see later the variety of enemies is not limited to the ones you find in the real world. We iterated further on these guys and settled on a style similar to the chicken and gave them some color. Looks…

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CHICKEN HOOD DEVLOG 04/02/2015 – Concept Chicken

Here are some early concept sketches of our poultragonist. At this stage we were just brainstorming and coming up with ways to make a very boring chicken look funny and maybe give it a little bit of personality. Definitely an unlikely hero, we played around by giving him various looks of bewilderment and with the size of his body and head. As we iterated on this vision further, we started…

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Rigged up and ready to go

The RIGs have come a long way since their concepts. We stuck to the overall look of the unit and gave them the military style treatment and markings. They are ready to be deployed and bring the pain!

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Commanders needed

We felt it wasn’t enough to just give the player a RIG with a special attack. We wanted to introduce a CO or commanding officer that could be paired with the unit and would also have a special ability. Drawing from a previous game idea’s universe we came up with our COs and their unique backgrounds/stories. Obviously this was a very early style and our overall look had gone through…

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Units: Ready to roll out

The units had gone through minimal iterations since we were pretty set on their look from the start. We simply made what we had better by adding a few visual enhancements and settling on a military style color system. Death Scout & Sniper Swarmer & Gunship

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Enemies: Birth of the RHEIDEN

After many iterations of the enemy units, the concept of sentient alien robots coming to steal Earth’s resources felt too cliche. We envisioned they were stealing Earth’s magma and that would pave way for us to terraform the surface of our environments from earthly to lava zones as the player progressed — but it still begged the question, why do robots want magma? After much iteration we decided to take…

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