As the normal map isn’t a colour texture, I had to uncheck the sRGB option under Advanced in Sprite Import Settings. The import of normal maps and mask maps was even easier-I copied the character in Unity, opened it in Affinity, and replaced all the layers with their normal map (or mask map) counterparts. I just needed to tweak the sprite meshes topology and weights to fit the new character shape. I made this character a base prefab for all others, so the changes made to it propagated to the other characters automatically.įor the rest, I imported the PSB as before, but this time I didn’t need to make the skeleton-I copied it from the base character. This allowed me to have better control over the character when animating him. Then I could make other characters by swapping a particular sprite library asset for another.īefore going further, I added 2D IKs to the character’s limbs. This allowed me to keep an editable file in case I wanted to make tweaks to the characters later.Īfter importing the PSB into Unity, I completed the rigging process, then made a library asset by assigning a Category and a Label for each sprite. So I had two files for each character sprite: one source vector and one rasterized version. I designed my characters using vectors, so each layer consisted of a bunch of paths.įirst, I needed to rasterize each layer, (otherwise they would have exported separately) and then export the file as a PSD (and change file extension to PSB). To import the characters into Unity, I used PSB importer as it allowed me to have the same layer structure and positions as in Affinity. Of course, there was some trial and error involved, but once I’d made the first base character, the others were easier. Changing it later would have led to many headaches, so good pre-planning when designing the visuals was crucial. It turned out pretty well-I was able to make them look unique with different body types-one has broad shoulders, one has larger feet, and one even has a wolf’s head :)Ī lot of planning went into choosing how many layers the characters needed and which bones would affect each layer. That way, I was able to check the character’s limbs would match the underlying bone structure. To design the characters before opening Unity, I had to make sure that all of them could use the same skeleton, so I made a simple skeleton overlay in Affinity. All of the characters (apart from the dragon) had to use the same Sprite Skinning skeleton to take advantage of the Skin Swap feature in Unity, but they also had to have their own distinct visuals. I needed three bipedal (two-legged) player characters and one enemy. In the beginning, I needed to choose good proportions for the first characters to use them as a base. How did you go about creating the different characters for the demo? When the art is complete, I export it using the Export Persona and open it in Unity to begin development. Right now, I feel most comfortable with vectors, so I use the Pen Tool to trace my sketch or I use some basic vector shapes like Rectangle or Ellipse. I scan my paper sketch with a smartphone and open it in the software. It’s a perfect mind-art connection.Īfter a very rough sketch, I move to graphic software, which is either Affinity Photo or Designer. I find there’s a simplicity about using a pencil that allows me to visualise my thoughts with minimal effort. We live in a digital age, but I think the simpler, the better, so I start with a pencil and paper. Its meaning is, everything worth pursuing in life requires us to overcome some obstacle, fight our demons, or go out of our comfort zone.” What tools do you use to create game art, and what does your usual workflow look like? “I was inspired by Jordan Peterson’s talk about a dragon guarding a treasure. This stuck with me, and I thought it would be a good idea to use it. Its meaning is, everything worth pursuing in life requires us to overcome some obstacle, fight our demons, or go out of our comfort zone. I was inspired by Jordan Peterson’s talk about a dragon guarding a treasure (you can watch it on YouTube). I think it was a very good choice to show what Unity is capable of. This concept was chosen by the team at Unity as a theme for the demo. My last-minute proposition was a Crystal Mine with the dragon sleeping on a pile of gold. I had many conceptions before: Journey to the Center of Earth, Castle Siege, or a Pirate Ship. The Dragon in the Crystal Mine wasn’t my first idea. Please turn on JavaScript to view this video Dragon Crashers demo How did you come up with the concept for Dragon Crashers?
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