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Category Archives:  Art

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Building the Catfish

August 8, 2018 by AlecMoody

One of the big art tasks remaining in Wrench is modeling the Catfish and not having the game just be a grab bag of mechanical components. Modeling the body panels is fairly straight forward, I had CAD files for the bodywork which were reworked into clean topology for game use. The chassis was much more […]

Categories: Art

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Finished Ratchet and Fastener Systems

December 20, 2017 by AlecMoody

Over the last few weeks I have built up the gameplay systems for tools and fasteners in Wrench. I talked briefly about what my plans were for the fasteners in my last post, but now that the systems are finished I can show it off in detail. This video is an overview of how both […]

Categories: Art, blueprint, Game Design, gameplay systems

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Gameplay systems progress

December 1, 2017 by AlecMoody

In addition to building art content for the cylinder head I have been working on improving the systems for part assembly and I have begun building the fastener object class so that I can start implementing tools. For my assembly systems I have been working on a flexible way to allow a single part to […]

Categories: Art, blueprint, Game Design, gameplay systems

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Implementing content and finding out my gameplay systems were broken

August 7, 2017 by AlecMoody

The next step is taking all my art content and getting it set up with the pickup and snapping system I have already posted about. For VR, it’s best to do as little as possible in tick events. Current VR headsets run at 90 frames per second and future headsets my run at higher framerates. […]

Categories: Art, blueprint, gameplay systems, Uncategorized

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Game update

July 28, 2017 by AlecMoody

Over the last week I made a bunch of a new art and did polish pass on the gameplay system. In the prior gameplay systems posts I was working with a single variable that controlled install and removal called “bInstalled.” This was good for testing the flow of communication and getting the basic structure working, […]

Categories: Art, blueprint, gameplay systems, Uncategorized

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Art Post- VR hands

July 22, 2017 by AlecMoody

I wanted a nice looking set of replacements for the default Unreal hands but I didn’t want to take a week+ to build them in marvelous designer and Zbrush. Like with the car parts, I am using photogrammetry to get a high quality result quickly. The scan was about 350 photos process in Reality Capture. […]

Categories: Art

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Free 3d scans

July 2, 2017 by AlecMoody

I am sharing low resolution copies of my 3d scans so that the aftermarket community can use them to develop new parts. I will continue to update this library as I make more scans. The files are in obj format with two different triangle counts. Download them for free on gumroad here: https://gumroad.com/alecmoody# Accuracy of […]

Categories: Art, Fabrication

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My art workflow – Why scanning?

June 24, 2017 by AlecMoody

When developers are building a car for a racing game they’re are primarily concerned with the body work and the interior. Some amount of effort goes into modeling the mechanicals of the car but those are only seen from suspension cams, when then the car flips, and they’re always shown in an assembled state. There […]

Categories: Art

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Art post

June 23, 2017 by AlecMoody

In video game development the most important props are referred to as hero props. Hero props are built in more detail–the artist is allowed extra time and resources to create higher quality art. Individual car parts would never be considered hero props under normal circumstances. For this game, however, I am approaching every part, no […]

Categories: Art

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