Category Archives: Legends of Saviors

Everything having to do with the different gaming titles within the “Legends of Saviors” series.

Final Hurdles Meeting for Sol Mates


In 2016, I was a part of a 5-week personal game jam at RunJumpDev (a local video game creator’s group), creating planetary concept art for some upcoming games.  Then later in 2017, after graduation, I decided to try it all over again, but instead of simple concept art, I decided to throw in one of the current “Dreams” projects at the time, “Sol Mates;” a precursor mini-game of sorts to the entirety of the “Legends of Saviors” series I had been working on up to that point.

In the last week for this round of Hurdles, I had cemented certain features while cutting others, and was in the process of throwing in a little something special.  Up to this point, the game was mostly sprites and particle effects (except for the planets that revolve around the player), so myself and my main concept artist began work on an enemy NPC model, that would add some much-needed challenge to the game.  Sadly, we were not able to implement the NPC in the way we wanted, but we did get it drawn up, modeled, and rigged, and is placed as a small “Easter Egg” of sorts in the game.  If you happen to play it, see if you can spot the strange creature stalking your souls!

Enjoy the video!

3rd Hurdles Meeting for Sol Mates


In 2016, I was a part of a 5-week personal game jam at RunJumpDev (a local video game creator’s group), creating planetary concept art for some upcoming games.  Then later in 2017, after graduation, I decided to try it all over again, but instead of simple concept art, I decided to throw in one of the current “Dreams” projects at the time, “Sol Mates;” a precursor mini-game of sorts to the entirety of the “Legends of Saviors” series I had been working on up to that point.

During the third week of this second round of Hurdles, it began to come together more coherently and consistently, with most of the work going towards polishing and “juice.”  Even though the version from week 2 was, more or less, a v1.0 Beta, ready for play until the end, it was still missing some elements – big and small – that could make it even better.

Enjoy the video!

2nd Hurdles Meeting for Sol Mates


In 2016, I was a part of a 5-week personal game jam at RunJumpDev (a local video game creator’s group), creating planetary concept art for some upcoming games.  Then later in 2017, after graduation, I decided to try it all over again, but instead of simple concept art, I decided to throw in one of the current “Dreams” projects at the time, “Sol Mates;” a precursor mini-game of sorts to the entirety of the “Legends of Saviors” series I had been working on up to that point.

By the second week, I had added in some new effects and colors to help portray certain aspects better.  Also, considering this was to be a VR game for the Google Cardboard, we had to begin adding in and taking away certain things that would make it the best type of Virtual Reality game it could be!

Enjoy the video!

1st Hurdles Meeting for Sol Mates


In 2016, I was a part of a 5-week personal game jam at RunJumpDev (a local video game creator’s group), creating planetary concept art for some upcoming games.  Then later in 2017, after graduation, I decided to try it all over again, but instead of simple concept art, I decided to throw in one of the current “Dreams” projects at the time, “Sol Mates;” a precursor mini-game of sorts to the entirety of the “Legends of Saviors” series I had been working on up to that point.

This version of “Sol Mates” had to be changed early on from its first version (which was an entirely different game, mind you), but what we eventually came up with might have been better than the original idea intended.

Enjoy the video!

Planet Tara/Signa (A Detailed Look)

Detailed lore of each Phase of Tara/Signa
Detailed icons and landmarks of each Phase of Tara/Signa

The fifth main planet of the first few games in the “Legends of Saviors” series.  Within “Unsung Saviors: The Buntainen Souls” – one of the many offshoot games in the series – a complete and perfected group of 5 Buntaiens of Saro make their way to this technological marvel, yet what they find is a seemingly dead hunk of metal and rock hanging in the sky.  What has transpired here, and are there any survivors left over from such a silent and peaceful genocide?

I will let the pictures explain themselves!

Planet Jagg (A Detailed Look)

Detailed lore of each Phase of Jagg
Detailed icons and landmarks of each Phase of Jagg

The fourth main planet of the first few games in the “Legends of Saviors” series.  Within “Unsung Saviors: The Buntainen Souls” – one of the many offshoot games in the series – Yenen, Draegon, and Wajoby make their way to this frozen orb of secrets, to unearth a certain mineral that should be able to cull the ever-growing demonic soul within Kaiel back on Par’N.

I will let the pictures explain themselves!

Planet Hatz (A Detailed Look)

Detailed lore of each Phase of Hatz
Detailed icons and landmarks of each Phase of Hatz

The third main planet of the first few games in the “Legends of Saviors” series.  Within “Unsung Saviors: The Buntainen Souls” – one of the many offshoot games in the series – this is where Yenen, Luka, and Kaiel must venture to, in order to find the last of the 5 Saro Buntaiens, and to help soothe the lives of the inhabitants of this crumbling world.

I will let the pictures explain themselves!

Planet Katu (A Detailed Look)

Detailed lore of each Phase of Katu
Detailed icons and landmarks of each Phase of Katu

The second main planet of the first few games in the “Legends of Saviors” series.  This is where the 4th Buntaien of Saro, Luka, will be found, and also a foul plot to create a planetary civil war is afoot!  Can Yenen – on his first, true mission as a Buntaien – find and save her before she is embroiled in the chaos that is surely to ensue?

I will let the pictures explain themselves!

Planet Par’N (A Detailed Look)

Detailed lore of each Phase of Par’N
Detailed icons and landmarks of each Phase of Par’N

I had forgotten to post these over a year ago, but it’s never too late to start something, so here they are!  This is about Par’N, the planet where Yenen and Kaiel meet each other for the first time (and a myriad of other events that occur afterwards).  I will be posting the other 8 “infopics,” for the other 4 main planets of the first few games of the “Legends of Saviors” series.

I will let the pictures explain themselves!

Transpatial Room Assets, Part 3


Within the RPG titles of the “Legends of Saviors” are many planets with different creatures, people, cultures, and histories that will all have a unique and distinct look from one another, but following a similar style.  I hope to create models that reflect exactly what it is I’m looking for, and create a consistent look with everything.

Other than creating various props to be used in a level (ones to interact with, others to give a sense of scale, realism, etc.), I also wanted to experiment with trying to create modular assets that could be used to create the actual game space, itself.  First, I would need walls, a floor, and possibly even a ceiling, so I ended up creating two different repeating textures that were both similar (to signify consistency in the technology embedded in the room), yet different (where one would be sport more vertical textures for the walls, while the other had more horizontal textures for the floor and ceiling).  I was able to layer together both a customized rocky texture, mixed with a themed circuit pattern (that I have been using with other models, concept art, etc.), and eventually add a bump map to each to give more depth, shininess, and an overall better look.

Creating the shape of the room was a good start, but I would also need another asset that would help break up the possible monotony the wall/ceiling/floor repeating textures present; so considering the room itself takes place within a type of mountain, I thought I’d create a cluster of hexagonal rock columns (with the mountain, itself, being the result of an igneous intrusion – which creates geometric columns of rock, everywhere).  The column cluster model could be used as different scaled stalactites and stalagmites (to show the player that they are indeed inside of something that might have possibly been natural at one point), as permanent light fixtures, and – as I said before – help break up the “squareness” of the room, itself, leading credence that it is indeed a real place, instead of just a blocked out room floating in space; I, too, would end up putting a bump map on the column clusters, and I feel it definitely helped tie in all of the pieces perfectly (which I will be posting some pictures of the “finished” level, soon).