Junkster's core mechanic is building; whether that is scrappy solutions to obstacles, or more creative and free structures. One of my responsibilities in Junkster's development was the creation of these building blocks in their metal, brick, and glass variations. The shapes for these blocks were developed by the design team, and then myself and other artists would dress them so that builds could begin to look like things.
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The metal blocks were the first material, and for a long time the only; they were created to look like reconstituted scrap from the junk planet. The brick and glass blocks were more intended for the creative freebuild mode. Thus the brick drew more on real-world architectural examples, while the glass was kept to a minimal frame in order to focus on the glass itself.
The blocks are also paintable by the player, and I developed a shader and texturing approach in order to handle this in an efficient manner.
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Similar to the building blocks, Junkster also had many robot blocks for the players to use. These blocks (primarily legs and heads, with some weapons and tools) could be used to in conjunction with the building blocks to construct a myriad of robots, both friendly and enemy, piloted or npc-driven.
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Callum Fowlie - Games Artist
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