Wednesday, December 2, 2015

2 More Days

Less than 48 hours before we launch our First Playable level. Here's a sneak peek at our progress:


Wednesday, November 18, 2015

New Week, New Look

We are undergoing a major overhaul in art direction, and here's a little sneak preview at where we're headed.


Friday, November 6, 2015

Weapon Mockups

The tech crew has been experimenting with various special weapons this week. While they work out the kinks, the design team has been working on mockups to see how the effects of these weapons could appear in the game. Check out some of those mockups here:

Singularity Cannon

Chain Lightning Gun

Keep checking back here for more Xenorift updates!

Sunday, November 1, 2015

Art Update

We're done with our Prototype milestone and it's gone pretty good. To celebrate, we've got more art to throw in your faces! Warning: awesomeness incoming.





Much love to our artists: Chuck, John and Marisa!

Wednesday, October 14, 2015

Xenorift - Production Update

Our graphics pipeline is perhaps the pride and joy of our wonderful homemade game engine. Equipped with powerful post-processing features such as motion blur and bloom, the engine is making Xenorift look more and more promising as development progresses.

Check out some screenshots from our awesome engine:




Tuesday, October 13, 2015

Concept Thumbnails

Check out some thumbnails hammered out by the latest addition to our art team, Hong Ching (AKA Chuck)!


Sunday, October 4, 2015

In-Engine Screenshots

Check out some awesome screenshots from our engine. Our tech team is amazing!



Xenorift is an ongoing game-development project by students from DigiPen Institute of Technology Singapore. The project aims to showcase our design capabilities through the implementation of dynamic cameras, diegetic UI and tight controls. High-quality graphics, post-processing effects, physics-based movement and collision and designer-friendly editing tools also show off the tech team's outstanding professional standards.

Wednesday, September 30, 2015

Environment Thumbnails

More art, this time exploring the possible landscapes for our game levels.


Credits to Marisa (the solitary rose among the thorns).

Character Designs

We have art! Here are some character-design sketches done by our BFA Collaboration Team (we need to think of a cool codename for you guys).





Many thanks to John and Uriel for the concept sketches. Looking forward to more cool stuff :)

Tuesday, September 29, 2015

We Finally Have a Title

After weeks of calling our game 'the spaceship game', we finally settled on a title! And here it is:


Xenorift is a third-person action space-shooter where players take control of a futuristic fighter ship to blast down virus-like alien beings called Eaters. Players must use the arsenal of weapons and advanced maneuvering systems that the ship possesses to stop the Eaters before they infect the entire galaxy.

Monday, September 28, 2015

Prep for Engine Proof

We're nosediving right into our first milestone: Engine Proof. Check out some screenshots from our engine, as well as some mock-ups of our intended UI!


The GBaBoom Engine


Art!

Monday, September 21, 2015

Pew Pew

Production for GBaBoom's GAM300/302 project is underway, and both the tech and design teams have been working fervently to get the core concept up and running.

This week the art team got to creating some preliminary models and textures for the player's ships. Here are some low-resolution renders of our progress:




Done in 3DS Max and Maya. Textures created in Photoshop.