Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren't really that simple at all.
Earlier installments cover topics such as lessons learned from ten years of development with Ingress engineering director Michael Romero, how legendary Dwarf Fortress programmer Tarn Adams updated the game for its official Steam release, and how architect and solo developer Jack Strait made an entire horror game in PowerPoint.
In this edition, key developers from the action-adventure game Ravenlok give us a technical and artistic breakdown of how they created the game's first boss, highlighting the improvements to art and effects.
Welcome to the wonderful world of Ravenlok, an action-packed fairytale adventure that debuted on consoles and PC this month. We’re excited to dive into the technical and artistic breakdown of how we created the first boss in Ravenlok, the Weeping Fungi. But first, let’s introduce ourselves. We’re Cococucumber, a small indie studio based in Toronto, Canada, and this deep dive is authored by game director and writer Vanessa Chia, art lead Danielle Magpayo, and 3D animator Edgar Abrego.
Game: RavenlokDeveloper: CococucumberPublisher: CococucumberRelease Date: May 4, 2023Platforms: Xbox Series, Xbox One, PCTeam size: 9Development Tools: Photoshop, Qubicle, Maya, Substance, Unity3D
Our exploration of all things voxel began with Riverbond, a co-op dungeon crawler and the first game in the Cococucumber Voxel Trilogy. Our second voxel game, Echo Generation, is a nostalgic turn-based adventure game about a kid on a mission to find their missing father. In
Read more on gamedeveloper.com