RGB Graphics Postmortem
Time for a little graphics postmortem for our entry RGB.
Which you can play here
The theme was anounced the same night we had a big xmas party at the company. Which of course ment massive hangovers with all teammember



Looking forward to the next one
Teamflare
Like last time, our team was 6 people, two of them working on graphics.
Finding a look, part 1 : Last time we could make an art test before we started working on the actual graphics. This time we originally planned to use a technique involving crayons and an iron ( I spare you the details ), but had no real time to test it properly. It didn’t look appealing enough,so by late saturday, we had to completely re-orient the style. Lesson learned : Know what you can achieve using a technique, there’s little room for experimentation to get a difficult look right if you’re new to the technique. Finding a look, part 2 :

This was the final styleframe we arrived at
After some time fiddling around in 3dsmax we arrived at some very lowpoly crystaline structures. We worked till very early in the morning to design and model the character models and getting a style frame to look right. The Style heavily used post effects, but we were using the indie version of unity, planning to install the pro trial later on to add those finishing touches. But that never happened due to time constraints, so the game is missing some of the eye candy.
Some concept iterations while we worked on the characters
Lesson learned : If something is incremental for the look, don’t treat it like the thing you can switch on quickly later, because later, there might not be time left. Workflow : We had no idea how to work with unity collaboratively. So there was some constant back and forth where we had to stall the coding or level design process to get assets integrated or to tweak little things. Lesson learned : If you work with a specific engine, figure out a way how to effortlessly work together with several people at the same time. It’s very good to controll the entire process from creation to final integration the asset.
This it how it looked like in the end :)
But what went right, was that we got something decent together. And doing something realtime 3D was fun. Tools used : - 3dsmax - Photoshop Although this Ludum Dare went a whole lot rougher than the previous one, we learned alot more from our mistakes this time. We’ll post a coding postmortem later this night