July Unity Meetup

This month we were invited to do a short presentation on Motion Capture - where we take a look at some of the techniques we've learnt whilst recording animations for Bushido.

You can download a copy of our presentation by clicking here. In retrospect, it might not make a great deal of sense on its own as we had to breeze over some of the larger topics - e.g. a detailed guide on how to run a capture session would be a full presentation in itself! That said, there may be some nuggets of information in there that someone can find useful!

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Devblog #9 - New maps and Ninja player model

As we slowly finish the foundations for the core gameplay mechanics, we’ve been able to focus on some of the more visual elements of the game - such as the environments, player models and weapons.

Those of you who have been following us for a while will notice that we’ve shown off a variety of player models AND environments in the past. The reason we’ve been busy creating new ones (effectively superseding the old assets) is because the game has developed rapidly over the past 5 months and we’ve had to re-do certain elements to ensure they remain compatible with other developments across the project (e.g. the migration to Unity 5, a PRB shader pipeline, a higher-quality look and feel, etc…).

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Devblog #8 - More Mocap

In this blog post, we look at some of the animation tools and techniques we’re using to bring Bushido to life!

It’s been busy couple of weeks for the team here at Meteor Pixel team, as we forge ahead and are slowly getting closer to finishing up the pre-alpha build! Safe to say we can now clearly see the light at the end of the tunnel, but we’ve still got some way left to go…

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Devblog #7 - First week at the hub

Today marks the end of our first week of full-time development on Bushido and our move into the GamesHub in the heart of Bristol city (UK)!

As I’m sat here enjoying my first cup of tea as a GamesHub resident - I’m taking a moment to reflect on the last couple of years and consider everything its taken for us to get here. Of course, none of it would have been possible if it hadn’t been for the fans who’ve followed and supported us right from the offset - when Bushido began its development as a mod for Chivalry back in 2012.

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Devblog #6 - Happy New Year

2014 has been a pretty chaotic year for the team at Meteor Pixel. Despite trying our best to keep you all regularly updated, real life has a habit of taking over and making it difficult to invest as much time as we would have liked.

But for every cloud, there's a silver lining…

After over 2 years of developing the game during our collective evenings and weekends, we’re delighted to announce that as of February, some of us are going to start working on the game FULL TIME! We’re pretty darn excited about this news, as it’ll allow us to really drive the development of the game forward and, ultimately, finish it that much quicker.

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