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AI assisted graphics: Character modeling
As a fun little prototype, I wanted to see how much work would it be to use AI character design and graphics as much as possible for a 2.5D point and click style game.
An experimental freeware 2.5D point and click adventure game with AI assisted graphics.
An anthology series with different world and characters in each episode.
What is this about?
As a fun little prototype, I wanted to see how much work would it be to use AI character design and graphics as much as possible for a 2.5D point and click style game.
Updates
For the voiceovers of Echoes of Somewhere I will be doing a hybrid solution: some voiceovers will be real humans, some will be AI and some will be handled by Apple’s text to speech tech from the 90’s.
Sometimes these locations require more art direction. More specific features. In these cases, a lot more work is required. Here is a breakdown for how to direct Midjourney for game locations using it’s vary region and pan / zoom out features.
Building Adventure Game Puzzles is fun. This is a very complete breakdown of creating a bathroom scene with its puzzle in under 2 days! (Spoiler alert!)
The original teaser trailer I did way back started to look a bit dated with old character, locations and UI, so it was time for a new trailer!
Anamorphic bloom is for sure the most cyberpunk aesthetic there is. I wanted to use it as a use case for learning how to create post process materials for Unity URP. This post explains the process.
All throughout the project, I have been slightly tweaking the UI from time to time. Now that I have a better understanding of the functionality of the UI, a more polished look and feel begun to creep into my mind.
As I upgraded the render pipeline for the game, I noticed that my custom shadow rendering shaders turned pink. It was time to transition from custom HLSL shading for the environments to a more modern shader graph based approach.
I have been working on the apartment for absolutely forever! I have begun to approach this room as a vertical slice for the game. This post is about some of the features I added this week: simulated cool air mist and fluorescent light flicker.
I have actually never before done footstep audio set for a game. I wanted the system to be able to play audio from animation events and work on multiple different surfaces. Read how I ended up doing it.
For a while now I have been laying the foundations for UI audio for the game. This was more involved than I thought.
News
I was recently interviewed on the Adventure Game Hotspot podcast. We talked about Echoes of Somewhere and the potential and the limits of using AI for game production.
A really interesting gaming news site, PreMortem Games posted and interview about Echoes of Somewhere.
A website focused on covering adventure games, Adventure Game Hotspot, , wrote an article about Echoes of Somewhere. The piece is very interesting as it includes reactions to the game from the adventure game developer community.
Echoes of Somewhere was briefly featured in a recent Andreessen Horowitz blog post about AI in games.
A new beta version of photoshop was recently released with generative ai tools (adobe firefly) natively supported directly in the app. I tried it with a simple pixel art scene.
In the media
The project convincingly shows how an individual artist with limited resources can use these controversial, questionably ethical tools to punch above their weight when developing a game.
A massive 2-part breakdown, describing the pipeline behind the project, discussing the process of creating characters and environments using artificial intelligence.
Meet the
We are working on this on our free time, so this is our hobby. There are no milestones or deadlines.
AI, Art, Story & Design
Story consultant
Audio consultant