It’s been way too long time since my last post and a lot of exciting things have happened since.
I’ve partnered up with an indie publisher Versus Evil and started my own company, Tuatara Games.
Let Them Come has been to multiple game shows around the world. Pax East in Boston, Rezzed and CoxCon in London and recently Pax West in Seattle. A ton of people and media outlets have played the game and the response has been great. You can read some of the impressions here:
“Let Them Come May Be This Year’s Best Dumb Game”
Check out the Twitch stream from Pax West to see me talk about some of the planned Twitch features Let Them Come will ship with. In short, anyone will be able to broadcast the game with Twitch and have their viewers influence the gameplay.
Let Them Come is coming soon so check out our Steam store page to add it to your wishlist!
Gears Of War 4, the other game I’ve been busy with for the past couple of years as a Lead VFX artist for cinematics has just been released to critical acclaim. Check out the release trailer below to see a lot of cinematics me and my team worked on, but more importantly, get the game and have fun playing!
With the release of the first official trailer, Let Them Come has been picking up momentum. Click on the logos to read about some first impressions!
Touch Tap Play:
Development on Let Them Come is progressing nicely. I’ve recently completed a marketing milestone where I set out to release the first game trailer and a new website. I’m currently developing new items/enemy types and working on Android and iOS integration.
New game website:
Here’s a very early look at Let Them Come by youtuber Fork!
In response to some of his comments and suggestions:
-You will advance to new areas.
-There will be a bestiary detailing enemies you encounter.
-There will be a lot more enemy and item variety.
-Combat will be even gorier and more satisfying.
For the last three months I’ve been working on a pixel art shoot’em up game in my spare time, called Let Them Come. It’s inspired by retro action classics like Metal Slug and Doom among others. You’re playing as the last survivor on a mission that went sour and you’re not going out without putting up a good fight! It will feature waves of increasingly difficult monsters, item progression and satisfyingly gory combat.
I will be playtesting the game for the first time during this month’s Full Indie meetup, May 27th in Vancouver, BC. Drop by if you’re in the area!
Keep your eyes on this blog and my twitter @Klemen_Lozar, for development updates!
This is my variation of the frame blending technique first developed by Guerrilla Games for Killzone 2, you can find a link to their publication and other resources at the bottom of the post. The aim is to extend the utility of animated textures by distorting them with motion vectors to procedurally generate the inbetween frames. This comes at a cost of shader complexity and texture memory but the results are worth it, especially for special cinematic moments.
Here’s an example of what you can expect to achieve with the technique described in this tutorial:
› Continue reading
My entry to the Riot art contest hosted by Polycount won the first place in the VFX category! You can watch the final submitted animation above and a compilation of some action shots in the picture below. I received a lot of questions regarding techniques I used so I’m going to do a detailed breakdown in the near future.
Winner announcement page: http://www.polycount.com/riotcontest2014winners
Polycount WIP thread: http://www.polycount.com/forum/showthread.php?t=141656
I took some time to work on something a bit different this past week so I tried my hand at pixel art. I used a combination of hand and procedural animation. It wasn’t as easy as it first seemed but I really enjoyed the process. Click to enlarge, I couldn’t fit the full res on the page.
I’ve been working on a new personal project in UE4 which involved making my first realtime character. Obviously inspired by Minions from Despicable Me films, this guy is fully rigged and waiting for animation. I’m currently blocking out the environment and finishing the storyboards, still quite a way to go. The image above is straight from Unreal 4.
Polycount is currently hosting a Riot Games art contest and I’m participating in the VFX category. You can track my progress by clicking on the banner above!