Procedural cliffs – first tests

Procedural cliffs – first tests

After experimenting with photogrammetry, despite not being in my plans, I decided to finally learn Substance Designer and try my hand at completely procedural textures, in this case organic. After being struck by the level of realism and organic feel that some amazing...
More on landscapes

More on landscapes

A small update on landscapes. Going ahead with the idea of having full control over landscape features to properly design the levels. I made some tests, not focusing on visuals, but posting some images won’t hurt. 🙂 This time, playing with the layouts of...
Blending between landscapes

Blending between landscapes

Still in the subject of the previous post, here’s a new update on the terrain technology for the game. It may be nothing new visually, but I found it worth posting because I just came yesterday to a decent (and very important: simple and intuitive!) enough...
First post

First post

Well, the Ataru website is finally online, with a development diary ready to start posting. This first post is more to inaugurate the development diary than anything else. So, this will be more of a tech update, but also related to level art. As you can see in the...