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Scuttle Studios

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A member registered Aug 01, 2023 · View creator page →

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Recent community posts

Freya's PGF update!

For PGF I've had the pleasure of heading up a lot of the marketing material including a poster, logos and social media posts. I really enjoyed making the poster because it's more of a graphic design tasks which I find quite fun to do. 

Aside from marketing material, I also designed some concept art and produced some 3D assets for level2 which has been good for me because my 3D modelling skills have stagnated a little bit. I've also been trying to get more comfortable with Unity so that I can be more helpful o the team and relieve some of our more Unity literate members from having sole responsibility of changing the Unity scene.

I'm so excited to show off our game at PGF because I'm so proud of what my team have accomplished!

 

Gwyn's update on tasks for PGF

It's been animations all the way down, which is good because I enjoy the process of problem solving, both in the challenge of modelling and rigging, and then in animating in a consistent, play-friendly way. All the current animations for the humans that you'll see in the game have been made by me from scratch, and it's great to see them move around and interact in the world that's been implemented. Seeing the game slowly come to life has been very rewarding.

Art Lead Hugo has given an update as well!

With the pressure of the Perth Games Festival being right around the corner, a solid chunk of my work has been centered around optimization and stress testing of the game to ensure we have something rock solid to show off. I've dabbled in almost every production field of our game in the process, subsequently giving me a whole new understanding of the nuances each of them have. It has been enjoyable and humbling to see how far our collective work has come, and the recent work has given me an even stronger appreciation of exactly how much effort has really been put in by the whole team.

A picture of some non threatening hair assets...


Just an update from our producer about what he has been doing for PGF!

A good chunk of my work over the past few weeks has been involved with expanding and filling in our game world. What started as a small symmetrical island has opened up into a broad coastline. I like to think it implies that there is more levels and world that could be, even if we we only have three levels in the same area by end of semester. This process has involved creating a good number of 3D models: unwrapping them, texturing them, and setting up their colliders and characteristics in Unity. It's fulfilling to experience the full asset cycle for a bit, as I am often at the implementation end of assets for the team. I can't wait to see a bunch of crabs running around the space at PGF!

Last semester we completed our first level of Stabo Crabo and we are so pleased with how it looks so far. Just a little glimpse is below. 


This semester we are pushing for 3 levels, with at least 2 done for Perth Games Festival! We have been finishing off our level planning and have moved into asset creation now. 

Sneak peak below...


I'm Freya and last semester I was Art Lead. That meant I was responsible for making sure the art style was consistent all through concept designs and into 3D assets and environments. I really enjoyed creating our little crab fellow and got quite quick at drawing different crabs at the end.  

This semester I've shifted into Marketing Lead, so that means creating content to show off our little game! While I've enjoyed doing a lot of the concepts for the game, I do enjoy the more graphic design type stuff so I'm excited to get more into social media management this time around.  

Hi, I’m Gwyn, design and tech lead and primary animator for Scuttle Studios. This is my first major project and I’m excited to work with my fantastic team to bring this game to life. As 3d artist and animator I’ve been in charge of the bulk of the animations as well as some prop creation and level design in the game so far, and I’m raring to keep on at it - hopefully bringing more sophistication to the animation front and bringing some unique environments to life.

I'm Hugo! Last semester I acted as the Tech and Test Lead for Scuttle Studios! This semester, I will be keeping the Test Lead role, but swapping from Tech to Art Lead as we narrow in on our final product for this year's upcoming exhibitions such as PGF!

On the production end, I made a good portion of the 3D assets, textures and shaders for Stabbo Crabbo over the duration of its lifespan, and I will continue to do so! My experience primarily lies within the 3D Artist category, so this works well for me! I am looking forward to expanding the world of our game this semester as we delve into uncharted territory! 

Stabo Crabo community · Created a new topic Meet the Team
(1 edit)

Meet the Team #1 - Producer

Hi, a quick intro, I am Zac, and I am Scuttle Studio’s producer and resident coder. As such, it is my aim to help bring the most of the team by allowing everyone appropriate time to work on their bits, but also appropriate pressure and accountability to keep them motivated. Perth Game Festival is a lot sooner than we were expecting, so if we make it to that with our psyche in tact, I will call that a win! In regards to my production role as the team’s primary coder, I hope to finish off our currently in progress NPC and puzzle controllers reasonably quickly, so that I can move on to assisting with asset creation and / or level design (but more likely end up polishing UI and menus!