We were the only ones who submitted for a non-desktop platform. 💪 📱
Congrats, I played your game and really liked the neon artstyle.
Team Name
Fatal Exit (solo developer)
Game Name
XenOVERrun
Contact person name and email address
Cillian Clifford - cillian53@gmail.com
How was Houdini used in your game's development?
All assets outside of UI/SFX/Music used Houdini in some way. All characters/weapons/enemies/collectables/particles were modeled/rigged/animated in Houdini then rendered to pixel art using my Houdini Compositor Pixel art renderer. All of the terrain textures started in Substance Alchemist, went through Houdini to be converted to pixel art, then were brought into tilesetter to create tilemaps from them.
Besides Houdini, what other tools did you use and what did you use them for?
I used Construct 3 - game engine and shader FX, Affinity Designer - UI Design - Substance - Original Textures, Tilesetter - Finalizing tilemaps, Fl Studio - Music, Audacity - Audio Processing.
List any content that was created before the jam that was included in the final submission.
The original SFX (not including the music which I composed in the jam period) was created before the jam, but edited during the jam period. The font is a creative commons asset and comes from Kenney.nl
We were the only ones who submitted for a non-desktop platform. 💪 📱
Congrats, I played your game and really liked the neon artstyle.
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