Well, it’s been six long months since my last post, and boy have I been busy. Shortly after Game Jam I was approached by Gauge Entertainment as they were looking for someone to do some 2D art for their current UDK project: Backfire (which I will go into detail about further into this post). Some time later, the project has boomed and we have a full working alpha version of the base combat and a playable level.
All the while, I slaved away doing something I’ve never done before: texturing a 3D object: the Minigun! I have to say, that’s no easy feat, especially when you don’t have direct access to the modeler nor any idea of how to structure your work flow. I jumped from many different angles, starting with Photoshop provided filters then, later on, over to using Filter Forge to take advantage of the flexibility it can provide. The problem there, that persisted for the several months I worked on the Minigun model, was that I had to actually learn the tools for Filter Forge which ended up slowing me down tenfold.
That said, by our pre-alpha deadline of August, I was able to get a basic diffuse of what I wanted to do with the minigun texture out the group. And while a good chunk of the end result won’t end up in future builds, it still feels good to have done that aspect of it all. To top it off, the team as a whole still feels I’m on the right track and could seriously improove if I keep it up. As such, I’ll continue on the texturing work and will start branching out into more aspects of Kismet as we don’t have anyone doing a whole lot with it currently.
All in all, my time with Gauge has been a fantastic one. While we are far from being in an ideal position as a game development group, we work well together and our commitment to the project will, hopefully, get Backfire out the door.
Screenshots of everything are on their way. Once we get our proper website up for Backfire I should be able to give a few sneak peeks.




