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Serena’s first non-placeholder art: a walk cycle

By Andrea Borchardt on October 11, 2017   /   Blog, Development, Games, Next Game   /   Leave a comment
Serena’s first non-placeholder art: a walk cycle

In the last article, I showed Serena’s (mostly) finished model in its base “T” pose, with no skinning, rigging, or animation (the stuff that makes 3d models move). Today you get to see what Serena looks like when she’s doing every game character’s most important animation– the

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Hometown level exteriors

By Andrea Borchardt on February 17, 2017   /   Blog, Development, Games, Next Game   /   Leave a comment
Hometown level exteriors

Today we’re having a look at the hometown level’s exteriors. The last time we saw them, they were quite barren. Much like what I did with the interiors, I did a second pass and added props to start making the levels look a bit more respectable. New

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Hometown level interiors

By Andrea Borchardt on June 29, 2016   /   Blog, Development, Games, Next Game   /   Leave a comment
Hometown level interiors

I mentioned I was working on the hometown level’s interiors in the last article. This post will be showing more of that. I figured now would be a good time to reveal what things look like on the backend, and why I’m still sticking to placeholder scribble

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Looking back on development in 2015

By Andrea Borchardt on March 22, 2016   /   Blog, Development, Games, Next Game   /   Leave a comment
Looking back on development in 2015

The year 2015 ended a while ago now, and I think it’s time to reflect on one year’s worth of development on my not-so-little project. Some things went right, others not so much; but in the end, valuable lessons were learned to take into 2016 and beyond.

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Progress on the hometown level

By Andrea Borchardt on January 12, 2016   /   Blog, Development, Games, Next Game   /   Leave a comment
Progress on the hometown level

The last time we had a look at the hometown level (the setting for the Prologue chapter), I was experimenting with a chunk of turf in the land of bald, naked chibi people. Since then, the grass texture has been ditched in favor of larger texture sizes

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Introduction to the Prologue characters

By Andrea Borchardt on October 21, 2015   /   Blog, Development, Games, Next Game   /   Leave a comment
Introduction to the Prologue characters

In the last update, we looked at Serena’s in-game sprite art. This time around, I’m going to introduce the other characters who appear in the Prologue chapter of the game. After that, we’ll have a look at some high resolution character artwork. Meet the Cast Below are

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Updating the art: a glimpse at the new look

By Andrea Borchardt on August 3, 2015   /   Blog, Development, Games, Next Game   /   Leave a comment
Updating the art: a glimpse at the new look

Since my last update, I was supposed to be doing character concept art, but I got VERY sidetracked. At least it was a productive detour. Serena got a new dress I did get SOME concept art done before veering off on a tangent. Mainly, I gave Serena’s

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Introduction to the next game: it’s a JRPG!

By Andrea Borchardt on June 22, 2015   /   Blog, Development, Games, Next Game   /   Leave a comment
Introduction to the next game: it’s a JRPG!

I’ve been hinting for awhile now that I’ve been working on a new game. I’m finally going to drop a few details as to what it’s actually about. Keep in mind that this project is still VERY early in development, so a lot of things will change

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Analytics data from “Swift”

By Andrea Borchardt on April 17, 2015   /   Blog, Development, Games, Swift   /   Leave a comment
Analytics data from “Swift”

Tracking data from games is common practice these days. It really helps developers glean insights into how their games are being played after being released into the wild. This is especially helpful if you’re a small studio (like me), and don’t have the resources for a dedicated

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Doing things differently after “Swift”

By Andrea Borchardt on March 5, 2015   /   Blog, Development, Games, Swift   /   Leave a comment
Doing things differently after “Swift”

As promised, here is a follow up to the postmortem on Swift to talk about what I’m doing differently now that my first game is done and over with. As previously mentioned, I learned a lot– enough to warrant a whole separate article on the subject. Use

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