Introduction: Pahelika revelations is a follow up of our successful title pahelika : secret legends. Its a casual puzzle adventure game, set todo be released later this year, this game story continúes from where the previous game had left of. The theme of the game wraps up the player in an adventure todo save the human bien of life from an ancient evil accidentally unleashed during his adventures in the previous title. Our game designer has blended puzzles and varied locations in an intensely gripping estoryline. T o improve player immersion, special care was taken todo make an intuitive interfaz for the game. On the technical side, the game uses a heavily modified versión of the free popcap framework.

Art pipeline.

The art pipeline itself is quite straightforward. The game designer describes a location and makes a rouge sketch. Since we do not have adedicated concept artista at ironcode (were a small company), the rouge sketch is taken by our lead artista who.

Fleshes out the details and then the location is modeled and rendered. All locations, scene and inventory Items have ben modeled, textured, rendered using Blender internal rendering engine, since the first day ironcode started, we have used Blender 3d todo create the in-game graphics, and in the same tradition of pahelika revelation uses Lots of 3d rendered artwork in a 2d game with all the graphics and sprites pre-rendered and overlaid with a custom particle system based special effects inside the game, instead of using the stable versión of Blender, the team used the cutting Edge 2.5x versión, which turned out todo be a god decisión. Apart form Blender, both Gimp and Photoshop were used in creating the textures along with Inkscape. We aimed todo outdo ourselves with this game, and with the improvements in Blender, we were able todo achieve quite a lot.

Blender trouble.

Blender2.5x bought some dificult moments todo the work, it was quite dificult todo deal with alpha-mapped textures alongside Blender Sun Sky features. The resulting white artifacts gave a very dificult time todo the graphics team. In the end we worked.

Around this limitation by compositing the scene by first separating ofending Items todo diferent layers and After sepárate render passes later joining them todo create the final piece.

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Sometime a weird bug cropped up in one of those constant upgrade builds we compiled and optimized, which lead todo reorientation of Camera projection and position despiste it being locked completely.

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Productivity improvements.

Blender2.5x was a los a lot more productive than the earlier versión. It has a better, more streamlined interfaz, that allows us todo work faster. It is a los more flexible than the previous versión. The advancement in functionality and usability was felt and.
Welcomed with open arms by our art department.

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Blender2.5x was a lot faster in rendering compared todo earlier versións and this came as a bon todo us. In most cases we were going about 10-20% faster in just about every rendered scene as compared todo the previous versión. Cuestom compiling it todo our machines led todo Even better render times.

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Whereas Blender proved todo be an extremely capable tool when modeling and animating, it was found wanting on the rendering side. Our journey in creating the artwork for this Project is still very delightful and i sincerely hope that everyone Will enjoy our game as much as we are enjoying making it.