Hi guys, I’m Paulo Ítalo, Art Director of Heavy Metal Machines, and I will talk about the creation of the Halloween items for the 2019 Metallophobia event. To start the creative work, we inspired ourselves in monsters of horror movies, who are really present in the Halloween period, and the community suggestions. We had an […]
Étiquette : dev blog
DEV BLOG #16 – Why and How we Developed a New Training Mode
Hi everybody, I’m João “Ousado”, Game Designer of Heavy Metal Machines and a few weeks ago we released the new Training Mode into the game, which brought a new way for beginner players to practice their skills in matches against bots and with specific modifiers to facilitate their learning and understanding of the game, without […]
Programming the Metal League’s Interface.
Quoi de neuf, les Metal Gladiators? Je suis Will, Programmeur Gameplay orienté UX/UI (alias Front-End). Mon objectif est de donner vie aux créations des artistes UX/UI, et c’était le même objectif pour la Metal League. L’expérience de jeu avec le Metal Pass a été significative pour conserver le modèle d’écran séparé dans les scènes. […]
Dev Blog #9 – Creating an intuitive User Interface
Hi, Metal Gladiators! How are you all doing? I hope you’re good 🙂 This is Camii Bathory, UI/UX Lead Artist, and I am here to tell you what’s behind the User Interface of Heavy Metal Machines. The game has had many changes throughout the development process and it had a direct impact on the […]
Dev Blog #8 – How we brought Stargazer from Space
Howdy, Metal Gladiators! Have you missed me? I am back. Today I will share with you the story behind the creation of one of the most challenging characters we ever made: Stargazer. You wanted to know about her, I wanted to tell you, so now sit tight and enjoy the flight! This time, the […]
Devblog #7 – Into the abyssal ideas of the Season 2
Hello, Metal Gladiators! It’s been a week since the Into the Abyss season is out there on the streets and we know that you are loving it! Why? Because you all have been writing very positive Steam reviews! Ah, there are those Discord-engaged pilots who tell us everything over there — and this is very […]
Dev Blog #5: How we made the Effects for the Metal Pass
Hi guys! Between so many new items available in the Metal Pass, the Effects are certainly my favorites (after the Nordic models). How about yours? It is also something that brings respect to the match! Like when you score and a giant sword comes down from the heavens into the arena! I even had to […]
Dev Blog #4: Icebringer: a simple man
As you know, we have just released Heavy Metal Machines (OH YES!). With it, we also brought the Metal Pass (super cool, right?) and (after A LOT of spoilers) we launched the 14th character: the Icebringer, a transporter. He is a simple (and handsome) man, who drives a truck to deliver ice in Metal City. […]
Dev Blog #2: Graphics programming in Heavy Metal Machines
There are many steps in the developing process until the game’s final version is in good shape for players. As players, we all know the importance of performance when we’re talking about graphics. It is so good when you hear the classic: “this game could run in a calculator!” — Which means, the game performs […]
Dev Blog #1 Designing and programming the Audio in Heavy Metal Machines
There is a saying in the musicians’ circles: “if you didn’t notice the drummer, it means it was well played”. Game soundtracks have this same tonic. If you didn’t notice it and had a good experience playing that game, it means the audio helped you and provided the proper feedback to the action. In Heavy […]