STORY OF JESTERSHEEP

  • Showreel! Still lots of work to finish or improve in this but it’s about time I unleashed it. 

  • So I haven’t posted on here in a while, time to change that and keep it rolling! 
Latest showreel piece is this little scifi piece made in UE4.
Within the next few months expect to see lots and lots of viking stuff :) 

    So I haven’t posted on here in a while, time to change that and keep it rolling! 


    Latest showreel piece is this little scifi piece made in UE4.

    Within the next few months expect to see lots and lots of viking stuff :) 

  • salvagethegame:

First in game screeny? Still much to do with little time until I have to present this in a cinema to lots of people.. Scary. 

    salvagethegame:

    First in game screeny? 
    Still much to do with little time until I have to present this in a cinema to lots of people.. Scary. 

  • salvagethegame:

    Main menu animated with sound track, hope you enjoy it :) 

    Slowly coming together! 

  • salvagethegame:

    Realise I haven’t posted in even longer than before, main reason for this was working behind the scenes for a big reveal at uni to show rapid progress! We have quite a lot in the game right now, mining being a big part of that, a new drone, lots of caves, lots of sounds etc

    Stay tuned over the next month for many more bigger updates! :) 

    Slaving away, everyday, lalalala.. 

  • salvagethegame:

Not posted in a while. This is what I have been working on for the past 2 days. Very WIP and lots more to do but it’s getting there!

    salvagethegame:

    Not posted in a while. 
    This is what I have been working on for the past 2 days. Very WIP and lots more to do but it’s getting there!

  • salvagethegame:

Don’t let them grow too much or you may regret the result. (WIP).

    salvagethegame:

    Don’t let them grow too much or you may regret the result. (WIP).

  • salvagethegame:

Todays work on salvage! Workaholic. 

That kept me busy for a while. 

    salvagethegame:

    Todays work on salvage! 

    Workaholic. 

    That kept me busy for a while. 

  • salvagethegame:

Terrain work for today! Got the highlights being nice, the normals working and the lighting built all nicely around it. Textures tomorrow, which will no doubt take a while :) 

My little baby of a project <3 :)  

    salvagethegame:

    Terrain work for today! 

    Got the highlights being nice, the normals working and the lighting built all nicely around it. 

    Textures tomorrow, which will no doubt take a while :) 

    My little baby of a project <3 :)  

  • salvagethegame:

Main Menu WIP! Ship flyby, shader tweeks, close up asteroids and perhaps some other small touches to go! 

Check out what I have been working on for today!

    salvagethegame:

    Main Menu WIP! 

    Ship flyby, shader tweeks, close up asteroids and perhaps some other small touches to go! 

    Check out what I have been working on for today!

  • salvagethegame:

    Lately I have been working on the base in terms of blockouts, composition and backstory. 

    I don’t want to share too many spoilers but for the next few days I will be working on design docs a little more to bolster up the game a little. 

  • salvagethegame:

    Taking simple line work that helps the imagination and turning it into a blockout for salvage. 
    Still not a completed blockout but early stages. 

  • salvagethegame:

Did a very quick concept of the crash site. Will be doing many more of these in future to hopefully get stronger visions of the landscape. Around 20-30mins. 

    salvagethegame:

    Did a very quick concept of the crash site. Will be doing many more of these in future to hopefully get stronger visions of the landscape. 

    Around 20-30mins. 

  • salvagethegame:

    And some of the concept for salvage (Most others are for personal design reasons). 
    The generator concept is from a good ol friend John Steels which he did while commuting to work. Lovely chap. 

  • salvagethegame:

    Salvage blockout update. 

    So this is where salvage is currently in terms of content. We have the crashsite, our first NPC ‘trug’, sand shader spec being worked on, blockout for the base and the base entrance and some landscape landmarks. 

    As it is this is it’s only representing art on a silhouette and design basis (Apart for the trug).