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Bombinator Game Development » Asset Creation

Archive for the ‘Asset Creation’ Category

Picking and Matching Colors the Easy Way

Thursday, October 25th, 2007

If you’re developing a game or creating a web site for your game (or even just painting a room) you will need to pick out a color scheme. If you are anything like me you are a bit of a color idiot when it comes to this activity. I have found a great took that takes all the guesswork out of picking colors and makes it easy enough even I can do it: Agave. Agave lets you pick a color and it will generate a color scheme of your choice based on that color. It can generate any of the following six types of color schemes:

Complements
Split Complements
Triads
Tetrads
Analogous
Monochromatic

For a brief description of just what each of those color schemes are hit up the Wikipedia entry for Color Wheel. Once I started using Agave to pick out my color schemes, people stopped complaining about my color choices every time I asked for feedback. One more tool to keep in the arsenal.

Wings 3D

Thursday, October 18th, 2007

At some point during the development of your game you will need to create some artwork, even if most of the time it is just temporary. If you are working in 3d this task can be extremely daunting given that the user interfaces for most 3d modeling packages are slightly less than useful for a beginner. Maybe those interfaces are extremely intuitive and effective for those who model all day, every day but we just want something quick and dirty right? Enter our savior: Wings 3D.

Wings 3D is what is known as a subdivision modeler. Which is to say it is really easy to be effective quickly. I’m no artist but I can create some pretty cool stuff for mock ups using Wings 3D in no time at all. Give it a try and a little time. It might also help to check out some videos such as this simple one to give you an idea of how people model in Wings 3D. If that isn’t enough to convince you maybe this will: Wings 3D also has geek cred. It is written in Erlang and uses the winged edge data structure (this is the only place I’ve ever seen it explicitly mentioned outside of my computational geometry course).