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Jett rocket wii
Jett rocket wii











An important effect was missing: Proper lighting. We were pretty happy with our first location though it still looked a bit ‘last gen’. Actually we need to use a couple of tricks on the Wii to have everything look crisp and detailed without having too much aliasing artifacts. We also take care that the super crisp high resolution artwork still looks nice on a TV screen. On the actual Wii devkit we finally adjust every nuance to look good. All unchanged assets are cached on the Wii to minimize loading times. In our proprietary Game editor we place all of the geometry, bake ambient occlusion, setup lighting conditions and so on.įor the finishing touch we can export each location to a Wii devkit within a few seconds. So we have true WYSIWYG while designing each element. For all our Wii games we use a proprietary pixelshader plugin that emulates our Wii tech. Modeling and texturing does take a lot of time and none of that should be wasted.Īs soon as we decided on the core elements in the 2d concepts we started designing the actual 3d elements in Maya (a 3D application). The concepts are important to have a clear idea when later going into the 3D modeling stage. We then created some first concept artworks to find the right mood, colors and forms for the stages. Still they give the impression of a large location. Those are of finite area and so you don’t get lost easily. How could we wrap that all up? The solution was to use islands and plateaus as main playing locations.

jett rocket wii

Although the game takes place on another planet we wanted the environment to also remind the player of interesting spots on planet earth.

jett rocket wii

We wanted vast landscapes and open views. Our vision for the game was to make something colorful, beautiful and shiny. In this part we will shed some light (and shadow) on the creation of the actual environments, where all the action is happening. Welcome to “Making of Jett Rocket”, part three.













Jett rocket wii