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The Birth of the Mrk-II "Hummingbird"
Published 3 years ago
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During the earliest of our production, we had to make a decision that would, literally, shape our game.
Really early, we’ve sitting down together, and talked over what kind of “feel” do we want our game to have? What kind of sci-fy feeling do we want with our game?
Something more on the terms of Star Trek, were the human technology is normally cleaner and less brute? Or should we go full Warhammer 40k, were all ships an constructions from humans are heavy, bulky and crude looking?
After some considerations, we decide to try and go for something that had cleaner shapes, but still had force to it, not only on the shapes, but on the textures as well.
Another thing that we had to have in mind, were that the game will count with hundreds, maybe thousands of ships on screen at the same time, so i had to work with lowest polygon count I could keeping some degree of quality for the shapes and silhouettes. For example, the Dogfighter has 1448 polygons, and I’m still trying to work out ways to lower it but keeping the same visuals and shapes.
After some researching, I’ve came up with this design for the basic Dogfighter, based on a more human/pilot friendly design of the Cylon Dogfighters from Battlestar Gallactica.
One intersing note to add, is that the name Hummingbird, were actually added later. Our writer, Eduardo Mello, told us a history, that in some sci-fy and militaries settings, combat ships had nicknames based on shapes that people saw then from afar, and to him the ship reminded a quick Hummingbird.
PD
Pedro Dalcin
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