March 23, 2012

Lux et Umbra Facebook page


Lux et Umbra, creator of Hypergates, is finally on-line on Facebook:

LUX ET UMBRA FACEBOOK PAGE >>

At this page you can find any news, arts, previews and many other things about this italian artists and programmers group.

And, at least but not last, LEU Games will share with you some preview from their last mobile game in the next few days. And, of course, most of the tasks of this game are mine ;)

Just sign up!

February 28, 2012

SHARK fights!

This is a little and fast project for the new SHARK helmets promo, by MirĂ² Comunicazione [mirocomunicazione.weebly.com] and Emanuale Basso Studio [www.emanuelebasso.com].


December 21, 2011

Hypergates available!!!



Hypergates has finally been released on App Store >>

Just buy your own copy and try to win the Galactic Supernova Race through five tournaments!

November 2, 2011

Outskirts - Block Out


Before getting start to modeling, I have a good habit to create a block out of the scene [or the model]. Blocking out the scene allows me to set the sizes, proportions, the presence of details, and it's really useful to identify critical parts or parts not required [out of views].

First things first, I synchronized my camera view with Unity standard first person angle of view [Modo = 80°, Unity = 60°] just to view exactly what I will see into game view.

Then I build the scene using primitives with grid snapping. The main reason for the grid snapping usage is to cut the ground in "blocks" to easily discard from memory geometries not present in the frustum culling. If the ground were a single block, I mean a single mesh, it will entirely remain in memory every single frame. Same things for the buildings: every single floor will be a separated mesh [game object].

And this is the block out result:
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