Art pre-production. First 3D models.

Hi there! The production rate of the art department is reaching breakneck speeds. Our four 3D artists work a lot of hours modelling the concept-art sketches into three-dimensional elements to be used directly in the game. Do you remember the shield of the Durno warrior? Here you can see it the same way as will look on the game.

 

You can check the whole construction process of an item for videogames. First of all, the 3D artist receives the concept-art and starts the hi-res modelling. Then we need to resize it so it does not consume many resources, which is crucial when you want your game to have a proper flow. This process is known as retopology. Then, with the low-res model we apply different texture maps; the diffuse, specular and normal map, which make the object react differently with different illuminations during gameplay. Tthis way  we can save resources and display an object in low resolution which will have a fantastic ingame look.

New staff: Jesús Luengo

Hi there!

Time to introduce myself in my new role as lead designer for Skara project.
When Pablo Rodríguez first asked me to move from Madrid to Barcelona in order to develop this game, I couldn’t help finding myself answering “Yes”.
Skara is such a dream for the most of us here: artists, developers and game designers. But let me tell you something: Sometimes dreams come true.

There are a lot of things going around here right now, but still I cannot say too much. Thus let me encourage you all to keep an eye on us and our blog in order to be the first to know everything coming up about Skara.

You won’t be dissappointed!

 

 

The coffee plant

Hey!
It’s Miki Company writing , we’ve been very busy this week with the pre-production of “Skara - The Blade Remains” , so I was trying to find some time to write a nice post here.
My role in Skara as a environment artist is to create all the sets that surround the game, using all the phenomenal concepts created by David Güell  and taking them to UDK.
Right now we are at a very concept stage but we have already have started to plan all the art work calendar and WOW! we are going  to have a lot a work. Lucky we have bought that brand new coffee machine !!

 

Props and Pops

Hi there everyone ,
I m Sergio Salvador, enviroment and VFX artist . I have been working in the video games industry for 4 years
developing AAA and Kinect games such as Wanted, Motion Sports, Bond Legends ..

Two weeks ago I did join 8 Bits Studio and I have to say it s a great experience working close with so high talented team mates.

During those days I have been modeling some of the props for our project. Generating low poly meshes in Maya and sculpting
the detailed high poly meshes in Zbrush gives us very smooth results when projecting normal maps for organic shapes. This gives
us the opportunity to prototype and change the topology in a few clicks.

Modelling , texturing , litters of coffe, mini soccer games, chair fights and music all day long generates a friendly crazy
atmosphere ideal for working hard while enjoying what you do.