#codenamearagorn
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Dev Update #19
Hello everyone, today I bring you some more Wayne’s magic. He worked a little more on how Aragorn’s buttons and “clicks” are going to work. Hope you all enjoy.
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Dev Update #17

Hi guys, hope everyone is doing fine besides Covid-19 issues.
Today I worked a little more on the Character designs, and hope it getting better as we progress with Aragorn. As usual, nothing is 100% finished, but I think some of the Alien and Robot's armies are in a good path. Still have lot work to do: put some textures, improve lightining and some "gostosurinhas".
The colors you see will be used to define the status of the soldier. Red = attacked, greenish = healed and white = still.
Hope you all enjoy.
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Dev Update #16
Hello people,
while Wayne is solving the (really) hard to do, Combat System, I kept my mind into the Level Design, and Pages Flow. Also getting closer of the final look I want to the game itself, Graphic Design speaking.
My main inspiration for the Aragorn's Look and Feel is, as usual, movies. A Danish film director called Nicolas Winding Refn. Not sure if you all know him, but if not, you have to!
He put so much art into his dark and introspective movies. He uses light and high contrast secenes to shows the characters feelings, and uses a lot of mental and phisycal violence to make immersive worlds you same time time wants to run from and live in.
Drive (2011) and The Neon Demon (2016) are two of my favorites.
If you look for some screenshots of both movies you find a lot of where I took inspiration from for Aragorn's Look and Feel.

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Prototype Workflow
Yo!
I want to show you guys how is my workflow with Wayne. I am in Brazil, and he is in Australia, so the time zone is not in our favor, but we manage it with a type of system that I usually use in my "real" work. I call this system Design Reports. I use it a lot with modelers who develop 3D models of cars and car parts that I design (nowdays for PSA - Peugeot/Citroen/Opel). It works really well, and it's been working with Wayne too. This way he understands exactly what I would like to improve in the Game Design that we are working on.


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Trying some animation
I’ve been working on animations. No, I don't know how to do animation professionally, but I'm trying with the tools I know. Hope you like it :)
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Dev Update #18
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Hi everybody, today I bring to you one more preview of what Wayne made using the last art I sent him last week. Hope you enjoy :]
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Dev Update #15
As usual Wayne done lots of work. And here I want to show you how we comunicate about the updates made in the prototype.

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Audio
Dev Update #13
Luiz Ortega is a beast! Check some soundtrack he made to Aragorn.
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Dev Update #12
Hi everyone.
I made some art for some of the robots, and have to thank my mentor: Rodrigo Galdino

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Dev Update #10
One of my favorite classes in Saga's Play Game Course was Level Design. I always thought Art would be my favorite part of the entire course. But, surprisingly Level Design is now one of my favorites subject.
Bellow I show you guys some of the working I am doing in Aragorn's Level Design.

Thanks for reading :]
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Dev Update #9
Hi you.

I started to wright some of the rules of the game. For sure it you change. Let me know what you think about it.
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Dev Update #8
Once I’d changed the main theme of the game, I had to get back into Power Map and and changed it all.
If you want to know more, dowload the pdf bellow and enjoy :)

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Dev Update #1

First, you need you to understand that EVERYTHING about Aragorn is in early stage of development and it is always changing. Everything is WIP. Aragorn is the codename for our turn-based strategy video game. Aragorn is being developed by indie studio "We do not have a name yet" Games, consisting of Dudu Barba, Wayne Perry and Luiz Ortega. Aragorn is our first game together.
Into the process of Aragorn's Game Design we put in the kitchen blender: Gwent, Into The Breach with a little bit of XCom.
We beat it all together and hope the result is juicy.
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Dev Update #14
Not only Luiz Ortega is helping me doing amazing work in sound design for Aragorn, but also he is helping to define better the Game Map. He works with UI and introdiced me to a great tool called Figma.
With Figma tool we were able to put a Game Map to test. If you want to follow up how it is doing, please click in the link bellow, and also let us know what you are thinking about overall design, UI, or anything you feel deserves a comment.
https://www.figma.com/aragorn
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Dev Update #11
Luiz Ortega and I debug a Sound Map based on the level design. Trying to find what sound suit better for each page.

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Dev update #7
Hi everyone.
I put some time to develop some robots to our army. Not sure about anything yet. Everything can change, of course.
I made those 3D models using the 3D software I know the most: Alias Studio. I am in the process of learning more vide game suitable tools, like Blender, but, while I am a nood on Blender, I can run faster in Alias for now.

:)
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