We have high definition screens now, so why waste those precious pixels displaying pixelated graphics? It didn’t survive very long though, there are too many pixel art games now and for me, it’s a bit like taking the easy route. Ultimate Action Hero has a cartoony look but it first started as pixel art. I was wondering what would happen if you give a gun to Super Mario, Super Meat Boy or Rayman? Sure, there are many 2D shooters with platforming elements, but the platforming parts aren’t too expanded and demanding. When designing Ultimate Action Hero I wanted to bring true platforming to the side-scrolling shooter genre. Affinity apps have many features and there are only minor quirks that keep the app from reaching perfection.
On top of that, I’m also looking forward to some animation/VFX/compositing app added to the Affinity Suite :) Something similar to Spine 2D integration.
Right now exporting PNGs from Affinity to Unity is pretty good, but I’d like to see an easier affinity to Unity 2D animation workflow. Unity is one of the most popular game engines and there are a lot of developers using Unity+Affinity combo. Or for example when making UI-changes made to the button in the Assets Library propagate to all the files that are using this button. For example, if I change the look of the window on the building in one file, the changes are shared with other files using that same window object. I’d love to see more robust assets and symbols integration. Designing games require me to make a lot of mockup screens and to reuse and share assets between different affinity files. Sometimes you have to deform some object a bit to make some variety. Something similar to the live perspective filter, but more robust. I’d like to see some deformation/warp for vector or group layers. And using vector patterns for fill would be a cherry on top :) It would be nice if there was an option for an object which is partially off the canvas to extend it to the opposite side of the canvas. Right now you can get around that using symbols, but it’s not exactly intuitive. It would be nice if Affinity supported the creation and use of seamless vector patterns. Games use a lot of tile-based assets and repeating textures. I mean 100% vector brushes which could be converted to outlines. I can go on and on describing all the features I use, but there are some things I really miss:
UNITY AND SPINE2D MOVIE
You can be all the iconic badass movie characters and replay your favourite action scenes.Īll of that in a colourful setting and with the accompaniment of synthwave music from NIGHTRUN87, MikeOST, and Biodrive. Now you’re an action hero-you punch, kick, shoot, blow things up and do other things right from action movies. The director shouts famous: “Lights, Camera, Action!” and you are transported in the middle of a movie scene. One part of the game lets you wander around the movie studio, talk with the crew, do some chores that other studio employees are afraid of, or explore the secrets of the building and its residents.īut then you stand on the stage in the spotlight in front of cameras. You play as a stuntman who desperately needs the money and takes a job in a film studio as a stunt double of a famous action movie star who apparently doesn’t do his own stunts. Ultimate Action Hero is 2D platformer and shooter game made in Unity. Tell us about your latest project, Ultimate Action Hero! To create these worlds, I use mainly three tools-Affinity Suite, Unity 3D and Spine 2D for animation. It gives me so much satisfaction and this is why I love it so much. Making games gives you almost godly power-you are creating whole worlds with their own set of rules, story, and characters. I only leave composing music to professionals, because of my exceptional lack of talent in this field. I do everything from game design and art, to programming and sound design. I was doing illustrations, print design, compositing, and video commercials, websites, and app interface design but none of the things brings me more satisfaction than developing games, so no matter what I start doing, I always go back to it.
I’ve done many things in the past-all of them were art or graphic design related. Hello, my name is Jarek Majewski and Mindjar is my (for now) one-man company. We recently caught up with Jarek ‘MindJar’ Majewski to talk game design and how the Affinity apps fit into his workflow…