When I opened Blender for the first time, I had no idea what I was doing—I just knew Mazk needed 3D. So I started simple: a battery, some tiny robots, the Mazk spaceship, and of course, Mazk himself as a low-poly game piece. Thousand tutorials later i roughly knew the difference between edit and objekt mode and how to put textures on a surface.

These first steps were clumsy, full of trial and error, but slowly the world of Mazk began to take shape in 3D. It was like breathing life into my pixel art—one vertex at a time.
CAPTAIN BLUE MAZKs SPACESHIP
When you start to learn a program, then after a lot of frustration and despair, there comes a point in which you dare to challenge yourself. Mazk's spaceship was supposed to be a kind of thesis for me personally. I had acquired a few basic skills and had to see how far I could get with it.

I didn’t set out to become a 3D artist. But somewhere between the first cube and the fiftieth render, that’s exactly what happened.
MAZK Redesign
It was time to reinvent our hero. Readability was clearer and more the style that we needed for a new artstyle with 3d assets. And through this process I became familiar with a few modifications in Blender.

What happened to the game design? Well, what can I say. There was a very short period of time in which we were so far that we were actually on the verge of being able to test the game with all these assets. Our ideas for mechanics and a MAZK 1 VS 1 game were great. However, it was not clear in which direction we had to go further in order to be able to really test. Too many questions and too much work for each of these ways. And so it happened that after this phase we fell back into hibernation
NEXT UP:
DEV LOG 7. To Many Artworks
The next phase of our game should take us in a whole new direction again
Illustrator, Animator & Conceptartist. Teaching characterdesign @HSLU Luzern. Livepainter for german comedians and passionate pixelgame creator.