USS Vol1 Live on the AssetStore!

Get right from Unity’s AssetStore and get its delicious space-ness in your game!
USS Vol1 Unity3D Asset Store

Here’s how it works:


Wild Wings updates!

If you’ve gotta have every piece of Wild Wings info here are the channels to stay tuned to:

Wild Wings Facebook
Allen’s Twitter
Wild Wings KickStarter Updates



Wild Wings – Win8 Touch!

Wild Wings Desert Eagle Preview!

Wild Wings – F-15 Strike Eagle
by brownboot
on Sketchfab

Kickstarter Funded!

Wild Wings Kickstarter Funded

The Kickstarter made it!  Thank you once again to all of you who supported the project!  We’ll be posting more updates in the coming days and weeks with more previews on the game and rewards.

Enjoy a few pirates until the next air-strike!

Cutlass & Compass


More as it develops!

– Allen

Kickstarter Live!

Day ONE is finally here!  Check out the project, back the game, and let your friends know!


Wild Wings!



Whoa!  A throwback aerial combat game with cross-platform multiplayer, the chance to do some exciting reductive design, and the opportunity to play with some fantastic vehicle design?!  I’m in! Seth Crofton and I have been putting together this project to introduce Hank Caruso’s awesome Aerocatures planes to the world in a way we’ve never seen them before, both as physical 3d models and in the kinetic mayhem of slapstick aerial combat!  Military aviation has incredible tradition and I’m excited we can pass on a love for these planes.  This has become sort of a full-circle project for me recreating military craft I built model kits of as a kid, and tailoring a game that captures the fun and accessibility of classic arcade flyers like ‘Rogue Squadron’ and ‘Crimson Skies.’


I’ve got a prototype running that’s nailing down the basic feel of the plane controller so expect to see some video of these things in action soon alongside our Kickstarter which will be launching shortly!  We’ve created some great rewards, custom paintjobs for your planes, 3d printed models of Hank’s Aerocatures, and even a ride in an L-39 jet! Stay tuned to our Facebook and Twitter pages for more, as it develops!

-Allen   dwd_twitter1 dwd_fb1 P.S. And for more Aerocatures mayhem check out Hank’s official site and the Eagle Strike Minigame! dwd_aero1 eaglestrike


I need to hash out the first few boats so we can get a feel for basic progression as we start integrating construction > technology > expansion, blah blah blah game stuff. I need to do a raft, a canoe or dinghy, and a little single mast. Started with the complicated one, easier to reduce from here.


The cannonball with that spiral trail is fun.

New Promo Illustration!

Enjoy this preview of hot-piracy in action!


The boat design doc is nearly complete! We’re really excited to get a couple prototypes sailing around. The customization options are rich but the application is very straightforward in game. Fine-tuning your fleet will be really rewarding.

Handy Guide to Making Skintones!

Just about any game with any amount of “rpg elements” will offer some character customization. Getting a good selection of skintones for humans can be a bit tricky. Nothing is worse than programmer designed sliders to pick your skincolor in a game, but figuring out a good color wheel or swatches to pick from can seem tricky (or “racist”).

I spent a couple days doing R&D on this years ago and had to dig my old work up for our new pirate action-sim Cutlass & Compass. Here’s my process for getting as many skintones as you want for your game, I’m using Photoshop but any graphics program will work. The theory could be adopted for alien races, a less naturalistic color palette, or whatever your game needs.

Two basic goals outline the process:

Goal: Try not to be racist
We were working on an RPG project and knew we wanted a color wheel players could color-pick from to get a “normal” human skin color from with all races represented. We didn’t want to offer a regular chromatic wheel (no green or blue people). There’s no way you can pick a handful of swatches and cover the bases without exaggerating or ignoring some demographic, and then you’re “racist.”

Goal: Solid value range
It was important to get really pasty and also really dark skintones.

Step 1: Base Value Gradient
Make a 512x image (or just steal this one). Use the Gradient tool and make a linear gradient top to bottom of your highest value skin to your lowest value. This layer should be almost greyscale but not quite.


Now we have a good base. We need to put a color layer on top of this. Skin basically falls into a warm or cool base

Step 2: The Subjective Color Layer
Add a layer. Use the Gradient tool, make a linear gradient from left to right of your “coolest” skin to your “warmest.” Which basically means yellow/olive to red. Do some research and pick values that work for you. This is the subjective bit where you feel “racist.”

Here are the colors I think give a nice palette without being cartoony or exaggerated.


Set this layer to Overlay mode. At this point you can stop, but I like to do one more little layer.


Step 3: Desaturation Finish
Add a layer. Use the Gradient tool, make a linear gradient from left to right. This gradient should be solid black with Location 0’s opacity at 0%, Location 50’s at 100%, and Location 100’s at 0%. Like so:


Set this layer mode to Saturation and layer opacity to 38% and you get:


At this point if you’re going to use a color-picking process in your game you’re done! Save that image out and you’re good to go. If you want swatches or distinct rgb values to cycle thru we need to do a few things.

Step 4: Swatches

Flatten your image. Go to Image > Mode > Indexed Color. Set your Palette to Local(Perceptual). Make sure Dithering is set to None. Now set the number of swatches you want in Colors, try 8 and you’ll get some nice bands. But you’ll notice these are pretty close to our raw value gradient and don’t have much saturation.


You have a couple options. Increase the color count and you’ll notice some blobs off to the sides that have more of your cool/warm range mixed in. Here’s 32 colors:


Or you can force a few colors into the range. In the Indexed Color panel choose Custom… in the Forced dropdown. Now, the whole point of this exercise was to not pick colors and then get called racist. So add the four colors that made up our two main gradients; the pale swatch, the dark swatch, the cool swatch, the warm swatch. You’ll get something like this at 8 colors:


Not bad. This definitely has more color and will represent the sides of the color gradient more as as you increase the color count.

Now that you’ve got your bands you can go to Image > Mode > Color Table and see your swatches. If you have some reference you’re trying to hit save this table out and load it on top of the reference to check your swatches. Here are the 25 swatches I picked for Cutlass & Compass:


I picked 25 because the 5×5 matrix of options will look good in the menu. Here are a few assets with the skintones dropped in as Multiply layers:


There you go! You can certainly fiddle with the gradient details to get some different looks; cool/warm colors, saturation of the base, more/less desaturation, shifting to blue in the middle instead of desaturating to include the half-human half-fishmen characters in your cthulu game, etc.

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