Gravity Knight

Gravity Knight Part 9: Visual Effects.

For visual effects like sparks, dust or clouds we used particles. We wanted them to pick up the simplified look of voxels in a similar way as all with other...

Gravity Knight Part 8: Emission Maps.

As soon as we decided to drop real-time lighting, we had to find alternatives to handle objects that are regionally lit, like torches or lava streams. Spot and point lights...

Gravity Knight Part 7: Real-Time Lighting vs. Baked Lightmaps.

Real-time lighting requires nearly no preparations for good looking results. But this comes at a relatively high price. To calculate high quality lights and shadows Unity needs to draw nearly...

Gravity Knight Part 6: Unit Sizes And Scale Factors.

During the first weeks of the project we exported models without paying much attention to the scale factor. Due to this lack of attention our objects had different unit sizes,...

Gravity Knight Part 5: Rigging And Animation.

For rigging and animation we used Autodesk Maya, which is a very powerful - and very complex - tool. Using Maya became quite affordable when Maya LT was released in...

Gravity Knight Part 4: Mesh Export.

Low poly count and minimal number of small textures are very important for mobile game development. In this article we want to show you a couple of strategies we used...

Gravity Knight Part 3: Character Design.

Every good game needs characters. Ours is set in a medieval fantasy world. Besides the knight and the princess there are skeletons, bats and gigantic spiders that need to be...

Gravity Knight Part 2: Modeling Environments.

There’s one thing you need to consider when working with voxels: the poly count can get pretty high quite easily. It’s very important to keep that in mind especially when...

Gravity Knight Part 1: We Made a Game.

Our main job at Minddesk is to develop our voxel editor, Qubicle. We don’t plan on becoming a game developer anytime soon. But since Qubicle is mostly used for game...