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		<title>Titanfall Assault Environment Art by Josiah Munsey</title>
		<link>https://www.26pm.com/titanfall-assault-environment-art-by-josiah-munsey/</link>
					<comments>https://www.26pm.com/titanfall-assault-environment-art-by-josiah-munsey/#respond</comments>
		
		<dc:creator><![CDATA[26pm]]></dc:creator>
		<pubDate>Wed, 08 Nov 2017 22:02:17 +0000</pubDate>
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					<description><![CDATA[<p>I am a Senior Environment Artist, and I created all the environments for the AAA mobile game Titanfall Assault. The video above exhibits some of those worlds; each one is unique and rich in depth and immersive details. I packed the levels with ambient animations, windy foliage, particle systems, ambient creatures, and reactive destructible props [&#8230;]</p>
<p>The post <a href="https://www.26pm.com/titanfall-assault-environment-art-by-josiah-munsey/">Titanfall Assault Environment Art by Josiah Munsey</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></description>
										<content:encoded><![CDATA[<p><a href="http://www.26pm.com/titanfall-assault-environment-art-by-josiah-munsey/"><img fetchpriority="high" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="title_art_forgotten_passages_02" src="http://www.26pm.com/wp-content/uploads/2017/11/YoutubeThumbnail_02.jpg" alt="" width="1920" height="888" /></a><br />
<span id="more-1477"></span><br />
<center><iframe src="https://www.youtube.com/embed/bEat8Oi50YY?rel=0" frameborder="0" width="853" height="480"></iframe></center><br />
<br />
I am a Senior Environment Artist, and I created all the environments for the AAA mobile game <em>Titanfall Assault</em>. The video above exhibits some of those worlds; each one is unique and rich in depth and immersive details. I packed the levels with ambient animations, windy foliage, particle systems, ambient creatures, and reactive destructible props and buildings. I designed the environments to feel alive and full of personality at all times.<br />
<br />
Unless otherwise noted, I created and was responsible for all the models, textures, and environment art in these levels. (Occasionally, I optimized and repurposed iconic or useful models from the main <em>Titanfall</em> and <em>Titanfall 2</em> titles, and these objects will be specifically pointed out.)<br />
<br />
It was an exciting challenge to reimagine the spirit and defining imagery of the console games, and create fresh new environments in a mobile-friendly visual style which aligned with the more casual feel of <em>Titanfall Assault</em>. I created all the textures and models for every level, and was fully responsible for the entire level layout and final look and feel for each level in <em>Titanfall Assault</em>.</p>
<div style="height:17px;"> </div>
<h2>Angel City</h2>
<p><img decoding="async" class="alignnone size-full wp-image-1479" src="http://www.26pm.com/wp-content/uploads/2017/11/angelcity_02.jpg" alt="" width="1920" height="1080" srcset="https://www.26pm.com/wp-content/uploads/2017/11/angelcity_02.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/angelcity_02-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/angelcity_02-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/angelcity_02-1024x576.jpg 1024w" sizes="(max-width: 1920px) 100vw, 1920px" /><br />
<br />
<em>➤Angel City</em> is a futuristic city square with a little cyberpunk flare. In addition to the world geometry, I created a lot of animated glowing neon signs and screens to bring color and movement into this level. I achieved the feeling of wind blowing through the city with particle systems of blowing newspapers, dust, and falling leaves and blossoms.</p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1480" src="http://www.26pm.com/wp-content/uploads/2017/11/angelcity_03.jpg" alt="" width="1920" height="1080" srcset="https://www.26pm.com/wp-content/uploads/2017/11/angelcity_03.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/angelcity_03-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/angelcity_03-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/angelcity_03-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
Animated UV scrolling is a technique I use extensively through all the levels to bring motion into the world. The misty clouds, screens, neon, water ripples, and blinking lights all use this workflow. </p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1481" src="http://www.26pm.com/wp-content/uploads/2017/11/angelcity_04.jpg" alt="" width="1920" height="1080" srcset="https://www.26pm.com/wp-content/uploads/2017/11/angelcity_04.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/angelcity_04-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/angelcity_04-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/angelcity_04-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
<em>The Bay</em>  was a fun corner of the level to create. The cargo ship model and textures are simplified and repurposed from the original game. Sign imagery, metal crates, and pallet cover objects were also simplified and repurposed from the original title.</p>
<div style="height:40px;"> </div>
<h2>Crash Site</h2>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1483" src="http://www.26pm.com/wp-content/uploads/2017/11/crashsite_01.jpg" alt="" width="1920" height="1080" srcset="https://www.26pm.com/wp-content/uploads/2017/11/crashsite_01.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/crashsite_01-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/crashsite_01-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/crashsite_01-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
<em>➤Crash Site</em>  was one of my favorite levels to work on. It was rewarding to get a jungle environment running smoothly on mobile, complete with dense foliage, relaxing waterfalls, and lazy rivers. I used blending textures to create the soft transitions in the ground and road visuals. The crashed ship, as well as the modular cliff models, are significantly simplified and repurposed models from the console game. </p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1484" src="http://www.26pm.com/wp-content/uploads/2017/11/crashsite_02.jpg" alt="" width="1920" height="1080" srcset="https://www.26pm.com/wp-content/uploads/2017/11/crashsite_02.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/crashsite_02-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/crashsite_02-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/crashsite_02-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
I created a flapping group of birds which occasionally fly through the level from various directions. (Birds always make environments better.) Cover objects were designed to look like debris from the crashed ship.  </p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1485" src="http://www.26pm.com/wp-content/uploads/2017/11/crashsite_03.jpg" alt="" width="1920" height="1080" srcset="https://www.26pm.com/wp-content/uploads/2017/11/crashsite_03.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/crashsite_03-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/crashsite_03-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/crashsite_03-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
Keeping the plants low-poly was key in allowing a large number of them to be drawn on screen.  All the plants in the level also sway in the wind.</p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1486" src="http://www.26pm.com/wp-content/uploads/2017/11/crashsite_04.jpg" alt="" width="1920" height="1080" srcset="https://www.26pm.com/wp-content/uploads/2017/11/crashsite_04.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/crashsite_04-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/crashsite_04-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/crashsite_04-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
The water falls and rivers were created with UV scrolling textures and particle systems. Animated water ripples expand out from the base of the waterfalls and a wispy mist circles the level. I simplified the Prowler creature from the main game, then placed it in the level and set up paths for it to run through.</p>
<div style="height:40px;"> </div>
<h2>Boneyard</h2>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/boneyard_01.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1487" srcset="https://www.26pm.com/wp-content/uploads/2017/11/boneyard_01.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/boneyard_01-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/boneyard_01-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/boneyard_01-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
<em>➤Boneyard</em>  is a harsh, sandy, rocky environment which employs a shield in the center that blocks missiles and explosive damage. Alien skeletal remains give the level its name. I also took the dragon creature, created a simplified skeleton for it, and re-animated its flying cycle. I then created flight paths for it to follow over the level.</p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/boneyard_02.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1488" srcset="https://www.26pm.com/wp-content/uploads/2017/11/boneyard_02.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/boneyard_02-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/boneyard_02-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/boneyard_02-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
Skull and bone models, radar dish, and the flying dragon creature were repurposed from the main game.</p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/boneyard_03.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1489" srcset="https://www.26pm.com/wp-content/uploads/2017/11/boneyard_03.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/boneyard_03-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/boneyard_03-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/boneyard_03-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
<em>The center shield dome</em> was a lot of fun to work on. I used particles, a displacement material, and lots of scrolling UVs to achieve the final effect. I also created a power-down animation and destruction hit FX for the shield. </p>
<div style="height:40px;"> </div>
<h2>Colony</h2>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/Colony_01.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1493" srcset="https://www.26pm.com/wp-content/uploads/2017/11/Colony_01.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_01-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_01-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_01-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
<em>➤Colony</em> is a level with a moody atmosphere. I built a rain FX particle system, and this was the first level to have a weather change in it. I animated a weather change that goes from rainy and blue-tinted, to sunny with warmer lighting, and also added sun rays. </p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/Colony_05.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1492" srcset="https://www.26pm.com/wp-content/uploads/2017/11/Colony_05.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_05-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_05-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_05-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
It was fun creating background farming areas on the outskirts of <em>Colony</em>. Modular cliff rocks of various sizes help to visually transition the tall background cliffs into the ground. </p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/Colony_02.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1494" srcset="https://www.26pm.com/wp-content/uploads/2017/11/Colony_02.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_02-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_02-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_02-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
I recreated the iconic “SOS” building top from the main title, complete with burning flares. Antennas and on the outer walls and clothing lines sway in the wind. </p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/Colony_03.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1490" srcset="https://www.26pm.com/wp-content/uploads/2017/11/Colony_03.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_03-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_03-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_03-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
I created a water spillway in the level which overflows at a certain point in the match. The yellow warning lights were a simple technical achievement, leveraging an additive material and scrolling UVs. Yellow rooftop textures are modified from the main game, and the background cliff tiling texture was modified from an existing texture.</p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/Colony_04.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1491" srcset="https://www.26pm.com/wp-content/uploads/2017/11/Colony_04.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_04-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_04-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/Colony_04-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
I am particularly proud of the aqueduct pool and flowing water FX. I used a combination of particles, ripple geometry strips, distortion materials, and water edge cards. </p>
<div style="height:40px;"> </div>
<h2>Training Ground</h2>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_01.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1495" srcset="https://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_01.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_01-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_01-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_01-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
<em>➤Training Grounds</em> is a desert combat training facility. Flags, trees, and bushes sway in the windy environment while dusty particle systems add to the dry mood.</p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_02.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1496" srcset="https://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_02.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_02-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_02-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_02-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
I also created a friendly tumbleweed which randomly spawns and bounces throughout the world. </p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_03.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1497" srcset="https://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_03.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_03-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_03-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/traininggrounds_03-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></p>
<h2>Environment Destructibles and FX</h2>
<p>
In setting up environment destructibles, I added another layer of immersion to the worlds. I helped design our destructible systems with the team, and then incorporated the systems in diverse ways throughout all of our levels.<br />
<br />
Destructibles include walls and parts of buildings which can be destroyed with weapons and explosions. When neon signs or electronics are damaged, sparks spit out and cool on the ground. Trees react to explosions by swaying back, and shedding puffs of leaves or blossoms. Small bushes burst into flame, then burn out. Cracks and explosion marks appear on rooftops or the ground when damaged. I often use physics-based particle systems to achieve chunky-looking concrete explosions.<br />
<br />
<img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/fx_angelcity_01.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1498" srcset="https://www.26pm.com/wp-content/uploads/2017/11/fx_angelcity_01.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/fx_angelcity_01-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/fx_angelcity_01-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/fx_angelcity_01-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
(Concrete destructible and sparks from electronics in <em>Angel City</em>, and subtle asphalt cracks appear on the street.)</p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/fx_angelcity_02.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1499" srcset="https://www.26pm.com/wp-content/uploads/2017/11/fx_angelcity_02.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/fx_angelcity_02-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/fx_angelcity_02-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/fx_angelcity_02-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
(Trees and wall reacting to an explosion in <em>Angel City</em>.)</p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/fx_crashsite_01.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1500" srcset="https://www.26pm.com/wp-content/uploads/2017/11/fx_crashsite_01.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/fx_crashsite_01-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/fx_crashsite_01-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/fx_crashsite_01-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
(Corner rock face destructible in <em>Crash Site</em>.) </p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/fx_crashsite_02.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1501" srcset="https://www.26pm.com/wp-content/uploads/2017/11/fx_crashsite_02.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/fx_crashsite_02-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/fx_crashsite_02-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/fx_crashsite_02-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
(Trees sway and shed leaves from explosions in <em>Crash Site</em>.)</p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/fx_boneyard_01.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1502" srcset="https://www.26pm.com/wp-content/uploads/2017/11/fx_boneyard_01.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/fx_boneyard_01-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/fx_boneyard_01-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/fx_boneyard_01-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
(Shield damage flicker glitch effect in <em>Boneyard</em>.) </p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/fx_boneyard_02.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1503" srcset="https://www.26pm.com/wp-content/uploads/2017/11/fx_boneyard_02.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/fx_boneyard_02-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/fx_boneyard_02-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/fx_boneyard_02-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
(Building damage destructible and torched bush in <em>Boneyard</em>.) </p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/fx_colony_01.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1504" srcset="https://www.26pm.com/wp-content/uploads/2017/11/fx_colony_01.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/fx_colony_01-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/fx_colony_01-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/fx_colony_01-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
(Tree explosion reaction and concrete wall destructible in <em>Colony</em>.) </p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/fx_traininggrounds_01.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1505" srcset="https://www.26pm.com/wp-content/uploads/2017/11/fx_traininggrounds_01.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/fx_traininggrounds_01-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/fx_traininggrounds_01-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/fx_traininggrounds_01-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
(Special pumpkin destructibles for our Halloween event.)</p>
<div style="height:40px;"> </div>
<h2>Base Explosions</h2>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/fx_base_01.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1506" srcset="https://www.26pm.com/wp-content/uploads/2017/11/fx_base_01.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/fx_base_01-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/fx_base_01-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/fx_base_01-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
I also set up larger environmental destruction events for each level, which are triggered when the main turret is destroyed. I created the environmental damage and physics explosion objects and FX, while our FX artist created the large fiery explosions for these events. I broke off pieces of the environment to create these FX, and caused chunks of concrete, crates, and small props fly and bounce around dynamically from the explosion.   </p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/fx_base_02.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1507" srcset="https://www.26pm.com/wp-content/uploads/2017/11/fx_base_02.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/fx_base_02-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/fx_base_02-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/fx_base_02-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
(Building breaking apart in <em>Boneyard</em> physics explosion.)</p>
<div style="height:40px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/fx_base_03.jpg" alt="" width="1920" height="1080" class="alignnone size-full wp-image-1508" srcset="https://www.26pm.com/wp-content/uploads/2017/11/fx_base_03.jpg 1920w, https://www.26pm.com/wp-content/uploads/2017/11/fx_base_03-300x169.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/fx_base_03-768x432.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/fx_base_03-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><br />
<br />
(Various structures breaking apart, and tree swaying and catching on fire in <em>Training Grounds</em>, as a result of the turret destruction.) </p>
<div style="height:40px;"> </div>
<p>In creating all the environments for <em>Titanfall Assault</em>, I was able to design and create intricate yet optimized worlds with a lot of personality. My love for ambient details and reactive elements works to breath life into my environments in delightful and unexpected ways, resulting in a rich, immersive experience.</p>
<div style="height:40px;"> </div>
<p><center>+++++++++++++++++++++++++++++++++++++++++++++++++++</center></p><p>The post <a href="https://www.26pm.com/titanfall-assault-environment-art-by-josiah-munsey/">Titanfall Assault Environment Art by Josiah Munsey</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">1477</post-id>	</item>
		<item>
		<title>Dark Energy Valve</title>
		<link>https://www.26pm.com/dark-energy-valve/</link>
					<comments>https://www.26pm.com/dark-energy-valve/#respond</comments>
		
		<dc:creator><![CDATA[26pm]]></dc:creator>
		<pubDate>Tue, 07 Nov 2017 22:21:01 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.26pm.com/?p=1517</guid>

					<description><![CDATA[<p>A mysterious glowing valve in a machine somewhere deep in the universe. This scene is arranged and running in Unity 3D. I created every aspect of this artwork including modeling, texturing, lighting, and particle FX. I created the model in Maya and the 4K Textures were created leveraging nDo. I created most aspects of the [&#8230;]</p>
<p>The post <a href="https://www.26pm.com/dark-energy-valve/">Dark Energy Valve</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></description>
										<content:encoded><![CDATA[<p><a href="http://www.26pm.com/dark-energy-valve/"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="Dark Energy Valve" src="http://www.26pm.com/wp-content/uploads/2017/11/dark_energy_valve.jpg" alt="" width="1920" height="888" /></a><br />
<span id="more-1517"></span><br />
<center><iframe loading="lazy" src="https://www.youtube.com/embed/M3LmNeM3vxA?rel=0" frameborder="0" width="853" height="480"></iframe></center></p>
<div style="height:17px;"> </div>
<p>A mysterious glowing valve in a machine somewhere deep in the universe.</p>
<div style="height:17px;"> </div>
<p>This scene is arranged and running in Unity 3D. I created every aspect of this artwork including modeling, texturing, lighting, and particle FX. I created the model in Maya and the 4K Textures were  created leveraging nDo. I created most aspects of the music with a microKorg. </p>
<div style="height:17px;"> </div>
<p><img loading="lazy" decoding="async" src="http://www.26pm.com/wp-content/uploads/2017/11/darkenergyvalve_texture.jpg" alt="" width="2470" height="1088" class="alignnone size-full wp-image-1519" srcset="https://www.26pm.com/wp-content/uploads/2017/11/darkenergyvalve_texture.jpg 2470w, https://www.26pm.com/wp-content/uploads/2017/11/darkenergyvalve_texture-300x132.jpg 300w, https://www.26pm.com/wp-content/uploads/2017/11/darkenergyvalve_texture-768x338.jpg 768w, https://www.26pm.com/wp-content/uploads/2017/11/darkenergyvalve_texture-1024x451.jpg 1024w" sizes="auto, (max-width: 2470px) 100vw, 2470px" /></p><p>The post <a href="https://www.26pm.com/dark-energy-valve/">Dark Energy Valve</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">1517</post-id>	</item>
		<item>
		<title>+++ FORGOTTEN PASSAGES +++</title>
		<link>https://www.26pm.com/forgotten-passages/</link>
					<comments>https://www.26pm.com/forgotten-passages/#respond</comments>
		
		<dc:creator><![CDATA[26pm]]></dc:creator>
		<pubDate>Tue, 08 Mar 2016 16:02:01 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.26pm.com/?p=1404</guid>

					<description><![CDATA[<p>+ Now Available on STEAM + Forgotten Passages // Journey down a rabbit hole of compact surreal worlds in a minimal game where you explore dreamlike environments. Weave your way to an exit, and warp to the next living painting to discover what lies around the corner.  Forgotten Passages is a zen-like visual experience designed [&#8230;]</p>
<p>The post <a href="https://www.26pm.com/forgotten-passages/">+++ FORGOTTEN PASSAGES +++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></description>
										<content:encoded><![CDATA[<div class="video-holder"><iframe loading="lazy" src="https://www.youtube.com/embed/11tGBmbMs5I" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>
<p><span id="more-1404"></span><br />
+<br />
Now Available on <a href="https://store.steampowered.com/app/1120940/Forgotten_Passages/"> STEAM </a><br />
+<br />
Forgotten Passages // Journey down a rabbit hole of compact surreal worlds in a minimal game where you explore dreamlike environments. Weave your way to an exit, and warp to the next living painting to discover what lies around the corner.  Forgotten Passages is a zen-like visual experience designed to be played in a dark room with your favorite pair of headphones. With very simple controls, Forgotten Passages is accessible to anyone, from children to grandparents to traditional gamers.<br />
+<br />
Forgotten Passages is my personal project running in Unity 3D. I created all models, FX, animation, textures, lighting etc. I created a level a day for one hundred days straight, most of which I accomplished before breakfast each morning. This project has really pushed me to create quickly, and has taught me techniques for design stunning visual impacts in tiny amounts of time. I had a blast creating particle FX for this project, and developed a lot of new visual techniques. Mesh particles, scrolling UV trickery, and stretched billboards are very powerful tools.<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_98_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="forgotten_passages_level_98_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_98_josiah_munsey.jpg" alt="" width="1920" height="1080" /></a><br />
+</p>
<p dir="ltr">I created this swarming fish effect by utilizing mesh particle emitters in Unity.</p>
<p dir="ltr">+</p>
<p dir="ltr"><a href="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_67_anemones_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="forgotten_passages_level_67_anemones_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_67_anemones_josiah_munsey.jpg" alt="" width="1920" height="1080" /></a></p>
<p dir="ltr">+</p>
<p dir="ltr">I draw a great amount of inspiration from the crazy worlds under the sea. An iconic level of Forgotten Passages pushing color saturation to create a surreal atmosphere.</p>
<p dir="ltr">+</p>
<p dir="ltr"><a href="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_37_engine_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="forgotten_passages_level_37_engine_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_37_engine_josiah_munsey.jpg" alt="" width="1920" height="1080" /></a></p>
<p dir="ltr">+</p>
<p dir="ltr">Distortion shader used on particles to create heat wave FX. I have always loved shots of glowing engines in movies, so I decided to throw one together quickly.</p>
<p dir="ltr">+</p>
<p dir="ltr"><a href="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_19_birch_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="forgotten_passages_level_19_birch_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_19_birch_josiah_munsey.jpg" alt="" width="1920" height="1080" /></a></p>
<p dir="ltr">+</p>
<p dir="ltr">I grew up in and around forests, and I am in love with them. A tranquil birch forest with grass that sways in the wind.</p>
<p dir="ltr">+</p>
<p dir="ltr"><a href="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_42_diamonds_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="forgotten_passages_level_42_diamonds_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_42_diamonds_josiah_munsey.jpg" alt="" width="1920" height="1080" /></a></p>
<p dir="ltr">+</p>
<p dir="ltr">I harnessed the power of reflection probes and repeated simple geometry to design this glittering diamond hallway.</p>
<p dir="ltr">+</p>
<p dir="ltr"><a href="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_75_moss_temple_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="forgotten_passages_level_75_moss_temple_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_75_moss_temple_josiah_munsey.jpg" alt="" width="1920" height="1080" /></a></p>
<p dir="ltr">+</p>
<p dir="ltr">I used particle emitters to create light rays that follow the character around. Mossy stone material utilizes a sweet vertex up shader to dynamically blend two textures with moss appearing on up facing normals.</p>
<p dir="ltr">+</p>
<p dir="ltr"><a href="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_87_turbine_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="forgotten_passages_level_87_turbine_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_87_turbine_josiah_munsey.jpg" alt="" width="1920" height="1080" /></a></p>
<p dir="ltr">+</p>
<p dir="ltr">Glowing light is such a powerful way to create dramatic imagery and I use it often. One of my 100 levels of Forgotten Passages, each completed in 1-2 hours on average.</p>
<p dir="ltr">+</p>
<p dir="ltr"><a href="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_35_lantern_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="forgotten_passages_level_35_lantern_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_35_lantern_josiah_munsey.jpg" alt="" width="1920" height="1080" /></a></p>
<p dir="ltr">+</p>
<p dir="ltr">I have always found inspiration in paper lanterns and their soothing light.</p>
<p dir="ltr">+</p>
<p dir="ltr"><a href="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_93_arches_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="forgotten_passages_level_93_arches_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_93_arches_josiah_munsey.jpg" alt="" width="1920" height="1080" /></a></p>
<p dir="ltr">+</p>
<p dir="ltr">Mc Escher and Roman aqueducts inspired level.</p>
<p dir="ltr">+</p>
<p dir="ltr"><a href="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_95_matrix_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="class=" style="height: 100%; width: 100%; object-fit: contain;" title="forgotten_passages_level_95_matrix_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/03/forgotten_passages_level_95_matrix_josiah_munsey.jpg" alt="" width="1920" height="1080" /></a></p>
<p dir="ltr">+</p>
<p dir="ltr">A beautiful discovery on creating complex visuals with simple mesh particle systems. A constantly growing and contracting matrix of cubes. <a href="https://www.youtube.com/watch?v=Wjk3JOUUzCg&amp;feature=youtu.be">Check out the video!</a></p>
<p dir="ltr">+</p>
<p>Forgotten Passages is now available on <a href="https://store.steampowered.com/app/1120940/Forgotten_Passages/"> STEAM </a><br />
+<br />
Feel free to contact me at <strong><a href="http://www.26pm.com/wp-content/uploads/2016/02/10_coast_cliff_03_scl_josiah_munsey.jpg">j</a>osiah [dot] munsey [at] gmail.com</strong></p>
<p>+</p>
<p>&nbsp;</p><p>The post <a href="https://www.26pm.com/forgotten-passages/">+++ FORGOTTEN PASSAGES +++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">1404</post-id>	</item>
		<item>
		<title>+++ Creating Worlds in Sword Coast Legends – Josiah Munsey +++</title>
		<link>https://www.26pm.com/creating-worlds-in-sword-coast-legends-josiah-munsey/</link>
					<comments>https://www.26pm.com/creating-worlds-in-sword-coast-legends-josiah-munsey/#respond</comments>
		
		<dc:creator><![CDATA[26pm]]></dc:creator>
		<pubDate>Thu, 25 Feb 2016 14:10:12 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.26pm.com/?p=1311</guid>

					<description><![CDATA[<p>&#160; + I was responsible for creating the majority of the outdoor natural environments in Sword Coast Legends, from expansive zones to smaller encounter areas. These green forest scenes are prominent throughout the game. I modeled, textured, and placed everything you see in this shot: trees, rocks, bushes, grass, all plants, ground detail, and decals. [&#8230;]</p>
<p>The post <a href="https://www.26pm.com/creating-worlds-in-sword-coast-legends-josiah-munsey/">+++ Creating Worlds in Sword Coast Legends – Josiah Munsey +++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></description>
										<content:encoded><![CDATA[<p><a href="http://www.26pm.com/creating-worlds-in-sword-coast-legends-josiah-munsey/"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="SwordCoastLegend_Environment_Art_web" src="http://www.26pm.com/wp-content/uploads/2016/02/SwordCoastLegend_Environment_Art_web.jpg" alt="" width="1920" height="1080" /></a><br />
<span id="more-1311"></span></p>
<p>&nbsp;</p>
<p><center><iframe loading="lazy" src="https://www.youtube.com/embed/Ksah9k95WEs?rel=0&amp;showinfo=0" frameborder="0" width="853" height="480"></iframe></center>+<br />
I was responsible for creating the majority of the outdoor natural environments in Sword Coast Legends, from expansive zones to smaller encounter areas. These green forest scenes are prominent throughout the game. I modeled, textured, and placed everything you see in this shot: trees, rocks, bushes, grass, all plants, ground detail, and decals. These levels are very influenced by my love of the Northern California forests I grew up exploring. The following is a shot-by-shot breakdown, providing more details.<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/01_forest_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="01_forest_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/01_forest_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
Luskan Gates /  I modeled, textured, and placed everything you see in this shot and in the majority of this level: all foliage, the stone walls, ground texturing, and details. (Houses behind the wall created by Jeff Panek; characters created by other artists.)<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/02_wall_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="02_wall_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/02_wall_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
Early on in SCL development, I was given access to a ribbon tool, and figured out how to use ribbons to create convincing dynamic flags waving in the wind. I created everything you see in this shot (minus the torch holders and torch FX).<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/02_gate_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="02_gate_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/02_gate_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
I created a system of trees, plants and ground details with varying amounts of snow to smoothly lay out transitions between snowy and muddy areas &#8212; everything in this shot, I created.<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/02_snowy_trees_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="02_snowy_trees_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/02_snowy_trees_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
Crumbling tower. I created everything in this shot.<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/02_snowy_tower_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="02_snowy_tower_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/02_snowy_tower_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
Lost Mines / I was responsible for creating the target tile that established the look, feel, lighting for the rest of these tiles. I created the crystals, rocks, plants, mushrooms, wall, and ground textures, and everything you see in these shots. These modular assets were used to help build out the rest of the Lost Mines level tiles.<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/03_lost_mines_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="03_lost_mines_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/03_lost_mines_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/03_lost_mines_02_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="03_lost_mines_02_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/03_lost_mines_02_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/03_lost_mines_03_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="03_lost_mines_03_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/03_lost_mines_03_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/03_lost_mines_04_scl_josiah_munsey.jpg"><img decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="03_lost_mines_04_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/03_lost_mines_04_scl_josiah_munsey.jpg" alt="" width="1280" /></a><br />
+<br />
The High Road  / This is the intro environment to Sword Coast Legends. I enjoyed creating this coastline, and ended up creating all the coastlines in the game after I made this one. I was responsible for establishing the look and feel for this level. I did the layout and prop dressing for this area. I created the rocks, plants, ground texturing, and ground decals.  (These specific pine trees and the characters were created by other artists. Ocean water shader created by Brad Weckman; carts and tents created by Jeff Panek.)<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/04_coast_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="04_coast_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/04_coast_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
I created the look and feel for our grassland levels, as well as world building all the grassland areas of SCL. Everything you see here, I modeled, textured, and placed. This was all very inspired by a summer I spent in Arizona and Utah, hiking Arches National Park and seeing the Grand Canyon.<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/05_grassland_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="05_grassland_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/05_grassland_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/05_grassland_02_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="05_grassland_02_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/05_grassland_02_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/05_grassland_03_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="05_grassland_03_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/05_grassland_03_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/05_grassland_04_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="05_grassland_04_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/05_grassland_04_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
Lurkwood Bog / This level was inspired by the Central Florida wetlands. I was responsible for this level, and created and placed all the foliage, plants, rocks, and roots, including the mysterious lights in the hanging moss. (Water FX created by Brad Weckman.)<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/06_bog_swamp_01_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="06_bog_swamp_01_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/06_bog_swamp_01_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
Stonehenge-inspired rock formation.<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/06_bog_swamp_02_scl_josiah_munsey_stonehenge.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="06_bog_swamp_02_scl_josiah_munsey_stonehenge" src="http://www.26pm.com/wp-content/uploads/2016/02/06_bog_swamp_02_scl_josiah_munsey_stonehenge.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/06_bog_swamp_03_scl_josiah_munsey_stonehenge.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="06_bog_swamp_03_scl_josiah_munsey_stonehenge" src="http://www.26pm.com/wp-content/uploads/2016/02/06_bog_swamp_03_scl_josiah_munsey_stonehenge.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/06_bog_swamp_05_scl_josiah_munsey_stonehenge.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="06_bog_swamp_05_scl_josiah_munsey_stonehenge" src="http://www.26pm.com/wp-content/uploads/2016/02/06_bog_swamp_05_scl_josiah_munsey_stonehenge.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/06_bog_swamp_06_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="06_bog_swamp_06_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/06_bog_swamp_06_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
I was responsible for creating the target tile for the catacombs which established the look, feel, color, and mood for catacomb levels. I created the base textures and geometry in this shot. (Skull and bone models created by Jeff Panek; statue and pots created by another artist.)<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/07_catacombs_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="07_catacombs_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/07_catacombs_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
I was responsible for creating the target tile for the sewer dungeons. This tile established the look, feel, color, lighting, and mood for the rest of the level. I modeled and textured the structures in this room including the walls, floors, pillars, light rays, and stonework. (Rubble models and wooden bridges in these areas created by Jeff Panek; torch and water FX created by Brad Weckman.)<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/08_sewers_03_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="08_sewers_03_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/08_sewers_03_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/08_sewers_01_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="08_sewers_01_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/08_sewers_01_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
I created the layout, modeling, texturing, and lighting. (Treasure models and candles created by another artist.)<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/08_sewers_02_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="08_sewers_02_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/08_sewers_02_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
Final Boss Level / This took a lot of collaboration. I created the basic look and feel for the crystal podium, as well as the ground modeling, texturing, lighting, and placement of rocks and stalagmites. I created the large crystal models and texture as well as the flowing wispy fog effect. I am very proud of the script I created to make the candles tip over and snuff out when the player bumps into them. (Stalagmites and claw-like rocks created by other artists; FX created by Brad Weckman.)<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/11_boss_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="11_boss_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/11_boss_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
I created Luskan Slums Cemetery. Everything you see here, I created, modeled, textured, and placed. (Spooky gnarled tree created by Jeff Panek.)<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/09_cemetery_01_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="09_cemetery_01_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/09_cemetery_01_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/09_cemetery_02_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="09_cemetery_02_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/09_cemetery_02_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/09_cemetery_03_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="09_cemetery_03_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/09_cemetery_03_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
I was responsible for creating this cliff-side scene. This ocean cliff shot demonstrates the feeling of the adventure and exploration in SCL, and has been shown in a lot of the marketing material for SCL.  I did the world building and created the foliage, and tweaked the final ocean water. (Wooden rubble models created by Jeff Panek; water FX , animated waves, and ocean shader created by Brad Weckman.)<br />
+<br />
<a href="http://www.26pm.com/wp-content/uploads/2016/02/10_coast_cliff_03_scl_josiah_munsey.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="10_coast_cliff_03_scl_josiah_munsey" src="http://www.26pm.com/wp-content/uploads/2016/02/10_coast_cliff_03_scl_josiah_munsey.jpg" alt="" width="1280" height="720" /></a><br />
+<br />
<strong><a href="http://www.26pm.com/wp-content/uploads/2016/02/10_coast_cliff_03_scl_josiah_munsey.jpg">j</a>osiah [dot] munsey [at] gmail.com</strong></p>
<p>&nbsp;</p><p>The post <a href="https://www.26pm.com/creating-worlds-in-sword-coast-legends-josiah-munsey/">+++ Creating Worlds in Sword Coast Legends – Josiah Munsey +++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></content:encoded>
					
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			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">1311</post-id>	</item>
		<item>
		<title>+++ PORT ZENN +++</title>
		<link>https://www.26pm.com/port-zenn/</link>
					<comments>https://www.26pm.com/port-zenn/#respond</comments>
		
		<dc:creator><![CDATA[26pm]]></dc:creator>
		<pubDate>Sat, 02 Jan 2016 19:29:42 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.26pm.com/?p=1294</guid>

					<description><![CDATA[<p>&#160; +++ A foggy port in a forgotten corner of the universe. +++ Personal project artwork I created as a proof of concept and functioning demo scene. I am a bit obsessed with cyberpunk sci fi style environments. Heavily influenced by Bladerunner. Screen captured using Fraps and running real time in Unity. Thanks to Q.K. [&#8230;]</p>
<p>The post <a href="https://www.26pm.com/port-zenn/">+++ PORT ZENN +++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></description>
										<content:encoded><![CDATA[<p><a href="http://www.26pm.com/port-zenn/"><img loading="lazy" decoding="async" width="1920" height="1080" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="PortZennFull1920" src="http://www.26pm.com/wp-content/uploads/2016/01/PortZennFull1920.jpg" alt="" srcset="https://www.26pm.com/wp-content/uploads/2016/01/PortZennFull1920.jpg 1920w, https://www.26pm.com/wp-content/uploads/2016/01/PortZennFull1920-300x168.jpg 300w, https://www.26pm.com/wp-content/uploads/2016/01/PortZennFull1920-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a></p>
<p><span id="more-1294"></span></p>
<p>&nbsp;</p>
<p>+++ A foggy port in a forgotten corner of the universe. +++</p>
<p>Personal project artwork I created as a proof of concept and functioning demo scene. I am a bit obsessed with cyberpunk sci fi style environments. Heavily influenced by Bladerunner. Screen captured using Fraps and running real time in Unity.</p>
<p>Thanks to Q.K. for the base rain audio found here ( I modified it into a perfect audio loop ) <a href="http://www.freesound.org/people/Q.K./sounds/56309/">http://www.freesound.org/people/Q.K./sounds/56309/</a></p>
<p><center></center>&nbsp;</p>
<p style="text-align: center;"><a href="http://www.26pm.com/wp-content/uploads/2016/01/Port_Zenn_Spin.gif"><img loading="lazy" decoding="async" width="300" height="300" class="alignnone size-full wp-image-1296" style="height: 40%; width: 40%; object-fit: contain;" title="Port_Zenn_Spin" src="http://www.26pm.com/wp-content/uploads/2016/01/Port_Zenn_Spin.gif" alt="" srcset="https://www.26pm.com/wp-content/uploads/2016/01/Port_Zenn_Spin.gif 300w, https://www.26pm.com/wp-content/uploads/2016/01/Port_Zenn_Spin-150x150.gif 150w" sizes="auto, (max-width: 300px) 100vw, 300px" /></a> <a href="http://www.26pm.com/wp-content/uploads/2014/12/Cold_Rain_Particles_Loop.gif"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1296" style="height: 40%; width: 40%; object-fit: contain;" title="Cold_Rain_Particles_Loop" src="http://www.26pm.com/wp-content/uploads/2014/12/Cold_Rain_Particles_Loop.gif" alt="" width="500" height="500" /></a></p>
<p>&nbsp;</p>
<p><center><iframe loading="lazy" src="https://www.youtube.com/embed/5zmqZZshdfs" frameborder="0" width="853" height="480"></iframe></center><center>+</center><a href="http://www.26pm.com/wp-content/uploads/2014/12/Rain_Particles_Still.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1299" style="height: 100%; width: 100%; object-fit: contain;" title="Rain_Particles_Still" src="http://www.26pm.com/wp-content/uploads/2014/12/Rain_Particles_Still.jpg" alt="" width="1024" height="576" /></a></p><p>The post <a href="https://www.26pm.com/port-zenn/">+++ PORT ZENN +++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></content:encoded>
					
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			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">1294</post-id>	</item>
		<item>
		<title>+++ THE BRIGHT +++</title>
		<link>https://www.26pm.com/the-bright/</link>
					<comments>https://www.26pm.com/the-bright/#respond</comments>
		
		<dc:creator><![CDATA[26pm]]></dc:creator>
		<pubDate>Sat, 26 Dec 2015 17:28:08 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.26pm.com/?p=1215</guid>

					<description><![CDATA[<p>&#160; When I run across happy accidents, I like to expand upon them and make them into something. Found this effect while playing with stretched particles. Video made with particle emitters. Created in Unity 3D and runs in real time. Used Fraps to capture the video. &#160; &#160;</p>
<p>The post <a href="https://www.26pm.com/the-bright/">+++ THE BRIGHT +++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></description>
										<content:encoded><![CDATA[<p><a href="http://www.26pm.com/the-bright/"><img loading="lazy" decoding="async" width="1920" height="1080" class="alignnone size-full wp-image-1233" title="TheBright" src="http://www.26pm.com/wp-content/uploads/2015/12/TheBright1.jpg" alt="" style="height: 100%; width: 100%; object-fit: contain;" srcset="https://www.26pm.com/wp-content/uploads/2015/12/TheBright1.jpg 1920w, https://www.26pm.com/wp-content/uploads/2015/12/TheBright1-300x168.jpg 300w, https://www.26pm.com/wp-content/uploads/2015/12/TheBright1-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a><br />
<span id="more-1215"></span></p>
<p>&nbsp;</p>
<p>When I run across happy accidents, I like to expand upon them and make them into something. Found this effect while playing with stretched particles. Video made with particle emitters. Created in Unity 3D and runs in real time. Used Fraps to capture the video.</p>
<p>&nbsp;</p>
<p><iframe loading="lazy" src="https://www.youtube.com/embed/ZO0uPLB1l3o" frameborder="0" width="500" height="281"></iframe></p>
<p>&nbsp;</p>
<p><a href="http://www.26pm.com/wp-content/uploads/2015/12/GlowPassage.gif"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1218" title="GlowPassage" src="http://www.26pm.com/wp-content/uploads/2015/12/GlowPassage.gif" alt="" width="500" height="500" srcset="https://www.26pm.com/wp-content/uploads/2015/12/GlowPassage.gif 500w, https://www.26pm.com/wp-content/uploads/2015/12/GlowPassage-150x150.gif 150w, https://www.26pm.com/wp-content/uploads/2015/12/GlowPassage-300x300.gif 300w" sizes="auto, (max-width: 500px) 100vw, 500px" /></a></p><p>The post <a href="https://www.26pm.com/the-bright/">+++ THE BRIGHT +++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></content:encoded>
					
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			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">1215</post-id>	</item>
		<item>
		<title>+++ rainbow additive webgl visual+++</title>
		<link>https://www.26pm.com/rainbow-additive/</link>
					<comments>https://www.26pm.com/rainbow-additive/#respond</comments>
		
		<dc:creator><![CDATA[26pm]]></dc:creator>
		<pubDate>Thu, 17 Dec 2015 12:57:00 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.26pm.com/?p=1204</guid>

					<description><![CDATA[<p>+++ I had a lot of fun quickly creating this. An ever changing WebGL  dream visual that runs in your browser +++ +++ https://dl.dropboxusercontent.com/u/7654306/WebGL/index.html +++ &#160;</p>
<p>The post <a href="https://www.26pm.com/rainbow-additive/">+++ rainbow additive webgl visual+++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></description>
										<content:encoded><![CDATA[<p><a title="+++ rainbow additive +++" href="http://www.26pm.com/rainbow-additive/"><img loading="lazy" decoding="async" width="1024" height="435" class="alignnone size-full wp-image-1207" style="height: 100%; width: 100%; object-fit: contain;" title="Screen_Pyramid_Thumb" src="http://www.26pm.com/wp-content/uploads/2015/12/Screen_Pyramid_Thumb.jpg" alt="" srcset="https://www.26pm.com/wp-content/uploads/2015/12/Screen_Pyramid_Thumb.jpg 1024w, https://www.26pm.com/wp-content/uploads/2015/12/Screen_Pyramid_Thumb-300x127.jpg 300w" sizes="auto, (max-width: 1024px) 100vw, 1024px" /></a><br />
<span id="more-1204"></span></p>
<p>+++ I had a lot of fun quickly creating this. An ever changing WebGL  dream visual that runs in your browser +++</p>
<p>+++ <a href="https://dl.dropboxusercontent.com/u/7654306/WebGL/index.html" rel="nofollow" target="_blank">https://dl.dropboxusercontent.com/u/7654306/WebGL/index.html</a> +++</p>
<p><center><br />
<a href="http://www.26pm.com/wp-content/uploads/2015/12/Rainbow_Additive.gif"><img loading="lazy" decoding="async" width="350" height="350" class="size-full wp-image-1205 aligncenter" style="height: 50%; width: 50%; object-fit: contain;" title="Rainbow_Additive" src="http://www.26pm.com/wp-content/uploads/2015/12/Rainbow_Additive.gif" alt="" srcset="https://www.26pm.com/wp-content/uploads/2015/12/Rainbow_Additive.gif 350w, https://www.26pm.com/wp-content/uploads/2015/12/Rainbow_Additive-150x150.gif 150w, https://www.26pm.com/wp-content/uploads/2015/12/Rainbow_Additive-300x300.gif 300w" sizes="auto, (max-width: 350px) 100vw, 350px" /></a></center><center></center><center><br />
<a href="http://www.26pm.com/wp-content/uploads/2015/12/Screen_Pyramid_01.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1206" title="Screen_Pyramid_01" src="http://www.26pm.com/wp-content/uploads/2015/12/Screen_Pyramid_01.jpg" alt="" width="1920" height="1080" srcset="https://www.26pm.com/wp-content/uploads/2015/12/Screen_Pyramid_01.jpg 1920w, https://www.26pm.com/wp-content/uploads/2015/12/Screen_Pyramid_01-300x168.jpg 300w, https://www.26pm.com/wp-content/uploads/2015/12/Screen_Pyramid_01-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a></center>&nbsp;</p><p>The post <a href="https://www.26pm.com/rainbow-additive/">+++ rainbow additive webgl visual+++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">1204</post-id>	</item>
		<item>
		<title>+++ Forgotten Passages at Orlando iX 2015 +++</title>
		<link>https://www.26pm.com/forgotten-passages-at-orlando-ix-2015/</link>
					<comments>https://www.26pm.com/forgotten-passages-at-orlando-ix-2015/#respond</comments>
		
		<dc:creator><![CDATA[26pm]]></dc:creator>
		<pubDate>Mon, 05 Oct 2015 20:51:06 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Forgotten Passages]]></category>
		<guid isPermaLink="false">http://www.26pm.com/?p=1168</guid>

					<description><![CDATA[<p>image via davidblosser Yesterday wrapped up showing Forgotten Passages at Orlando iX. This was my first public debut of Forgotten Passages ( and first time showing any game at a conference )  and it was an absolutely wonderful experience. People seemed to love the game from very casual players to hard core gamers. Many attendees played [&#8230;]</p>
<p>The post <a href="https://www.26pm.com/forgotten-passages-at-orlando-ix-2015/">+++ Forgotten Passages at Orlando iX 2015 +++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></description>
										<content:encoded><![CDATA[<p dir="ltr"><a href="http://www.26pm.com/forgotten-passages-at-orlando-ix-2015/"><img decoding="async" title="Orlando iX Forgotten Passages" src="http://www.26pm.com/wp-content/uploads/2015/10/CQafvf0WEAAhdG7.jpg" alt="" style="height: 100%; width: 100%; object-fit: contain;" /></a></p>
<p><span id="more-1168"></span></p>
<p dir="ltr">image via <a href="https://twitter.com/davidblosser/status/650382843613474816/photo/1">davidblosser</a></p>
<p dir="ltr">Yesterday wrapped up showing Forgotten Passages at Orlando iX. This was my first public debut of Forgotten Passages ( and first time showing any game at a conference )  and it was an absolutely wonderful experience. People seemed to love the game from very casual players to hard core gamers. Many attendees played the entire demo of 30 levels all the way through, which typically took around 20 minutes to complete. Overall I estimate 200-300 people played the game over 2 days. People repeatedly told me that Forgotten Passages was beautiful and a lot of players found the game highly relaxing.</p>
<p dir="ltr">I gathered a lot of helpful feedback and have some small adjustments planned for the game. I am going to create a more intuitive control scheme and add a few subtle story points that I was previously on the fence about. I will also add some sort of radar signal from the exit portal of the level at the press of a key to help players find the exit in some of the more disorienting levels. I will probably also add the ability to turn the cellphone light off and on.</p>
<p dir="ltr"><a href="http://www.26pm.com/wp-content/uploads/2015/10/FullSizeRender-1.jpg"><img loading="lazy" decoding="async" class="alignnone size-large wp-image-1171" title="Orlando iX Forgotten Passages" src="http://www.26pm.com/wp-content/uploads/2015/10/FullSizeRender-1-1024x1024.jpg" alt="" width="1024" height="1024" srcset="https://www.26pm.com/wp-content/uploads/2015/10/FullSizeRender-1-1024x1024.jpg 1024w, https://www.26pm.com/wp-content/uploads/2015/10/FullSizeRender-1-150x150.jpg 150w, https://www.26pm.com/wp-content/uploads/2015/10/FullSizeRender-1-300x300.jpg 300w, https://www.26pm.com/wp-content/uploads/2015/10/FullSizeRender-1.jpg 1935w" sizes="auto, (max-width: 1024px) 100vw, 1024px" /></a></p>
<p dir="ltr"><a href="http://www.26pm.com/wp-content/uploads/2015/10/FullSizeRender.jpg"><img loading="lazy" decoding="async" class="alignnone size-large wp-image-1172" title="Orlando iX Forgotten Passages" src="http://www.26pm.com/wp-content/uploads/2015/10/FullSizeRender-1024x832.jpg" alt="" width="1024" height="832" srcset="https://www.26pm.com/wp-content/uploads/2015/10/FullSizeRender-1024x832.jpg 1024w, https://www.26pm.com/wp-content/uploads/2015/10/FullSizeRender-300x243.jpg 300w" sizes="auto, (max-width: 1024px) 100vw, 1024px" /></a></p>
<p dir="ltr"><a href="http://www.26pm.com/wp-content/uploads/2015/10/CQbgX4vWUAAH1SC.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1170" title="CQbgX4vWUAAH1SC" src="http://www.26pm.com/wp-content/uploads/2015/10/CQbgX4vWUAAH1SC.jpg" alt="" width="1024" height="768" srcset="https://www.26pm.com/wp-content/uploads/2015/10/CQbgX4vWUAAH1SC.jpg 1024w, https://www.26pm.com/wp-content/uploads/2015/10/CQbgX4vWUAAH1SC-300x225.jpg 300w" sizes="auto, (max-width: 1024px) 100vw, 1024px" /></a></p>
<p dir="ltr">image via <a href="https://twitter.com/HULKGAMECRIT/status/650453903633420288/photo/1">HULKGAMECRIT</a></p>
<p dir="ltr"><a href="http://www.26pm.com/wp-content/uploads/2015/10/OrlandoiXSquare.jpg"><img loading="lazy" decoding="async" class="alignnone size-large wp-image-1174" title="OrlandoiXSquare" src="http://www.26pm.com/wp-content/uploads/2015/10/OrlandoiXSquare-1024x1024.jpg" alt="" width="1024" height="1024" srcset="https://www.26pm.com/wp-content/uploads/2015/10/OrlandoiXSquare-1024x1024.jpg 1024w, https://www.26pm.com/wp-content/uploads/2015/10/OrlandoiXSquare-150x150.jpg 150w, https://www.26pm.com/wp-content/uploads/2015/10/OrlandoiXSquare-300x300.jpg 300w, https://www.26pm.com/wp-content/uploads/2015/10/OrlandoiXSquare.jpg 1062w" sizes="auto, (max-width: 1024px) 100vw, 1024px" /></a></p><p>The post <a href="https://www.26pm.com/forgotten-passages-at-orlando-ix-2015/">+++ Forgotten Passages at Orlando iX 2015 +++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">1168</post-id>	</item>
		<item>
		<title>+++ jade freq +++</title>
		<link>https://www.26pm.com/jade-freq/</link>
					<comments>https://www.26pm.com/jade-freq/#respond</comments>
		
		<dc:creator><![CDATA[26pm]]></dc:creator>
		<pubDate>Thu, 01 Jan 2015 01:50:08 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.26pm.com/?p=1143</guid>

					<description><![CDATA[<p>May your new year be filled with beauty, new creations, new adventures.</p>
<p>The post <a href="https://www.26pm.com/jade-freq/">+++ jade freq +++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></description>
										<content:encoded><![CDATA[<p><a href="http://www.26pm.com/jade-freq/"><img loading="lazy" decoding="async" width="1920" height="1080" class="alignnone size-full wp-image-1144" title="Jade_Freq_Josiah_Munsey_26pm" src="http://www.26pm.com/wp-content/uploads/2014/12/Jade_Freq_Josiah_Munsey_26pm.jpg" alt="" style="height: 100%; width: 100%; object-fit: contain;" srcset="https://www.26pm.com/wp-content/uploads/2014/12/Jade_Freq_Josiah_Munsey_26pm.jpg 1920w, https://www.26pm.com/wp-content/uploads/2014/12/Jade_Freq_Josiah_Munsey_26pm-300x168.jpg 300w, https://www.26pm.com/wp-content/uploads/2014/12/Jade_Freq_Josiah_Munsey_26pm-1024x576.jpg 1024w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></a></p>
<p><span id="more-1143"></span></p>
<p><a href="http://www.26pm.com/wp-content/uploads/2014/12/Jade_Freq_Josiah_Munsey.gif"><img loading="lazy" decoding="async" title="Jade_Freq_Josiah_Munsey" src="http://www.26pm.com/wp-content/uploads/2014/12/Jade_Freq_Josiah_Munsey.gif" alt="" width="500" height="500" /></a></p>
<p>May your new year be filled with beauty, new creations, new adventures.</p><p>The post <a href="https://www.26pm.com/jade-freq/">+++ jade freq +++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">1143</post-id>	</item>
		<item>
		<title>+++ Living Cube Organism gif +++</title>
		<link>https://www.26pm.com/living-cube-organism-gif/</link>
					<comments>https://www.26pm.com/living-cube-organism-gif/#respond</comments>
		
		<dc:creator><![CDATA[26pm]]></dc:creator>
		<pubDate>Tue, 02 Sep 2014 22:59:11 +0000</pubDate>
				<category><![CDATA[Creatures]]></category>
		<category><![CDATA[GIF]]></category>
		<guid isPermaLink="false">http://www.26pm.com/?p=1098</guid>

					<description><![CDATA[<p>&#160; This creature found in space and the depths of oceans. Full size background here. &#160; &#160;</p>
<p>The post <a href="https://www.26pm.com/living-cube-organism-gif/">+++ Living Cube Organism gif +++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></description>
										<content:encoded><![CDATA[<p><a href="http://www.26pm.com/living-cube-organism-gif/"><img loading="lazy" decoding="async" width="1280" height="720" class="alignnone size-full wp-image-1268" style="height: 100%; width: 100%; object-fit: contain;" title="CubeWaves1280" src="http://www.26pm.com/wp-content/uploads/2014/09/CubeWaves1280.jpg" alt="" srcset="https://www.26pm.com/wp-content/uploads/2014/09/CubeWaves1280.jpg 1280w, https://www.26pm.com/wp-content/uploads/2014/09/CubeWaves1280-300x168.jpg 300w, https://www.26pm.com/wp-content/uploads/2014/09/CubeWaves1280-1024x576.jpg 1024w" sizes="auto, (max-width: 1280px) 100vw, 1280px" /></a></p>
<p><span id="more-1098"></span></p>
<p>&nbsp;</p>
<p>This creature found in space and the depths of oceans. <a title="Cube Organism Background" href="http://www.26pm.com/wp-content/uploads/2014/09/CubeWaves1920.jpg">Full size background here.</a></p>
<p><a href="http://www.26pm.com/wp-content/uploads/2014/09/WavesAnimation_500.gif"><img loading="lazy" decoding="async" width="500" height="500" class="alignnone size-full wp-image-1099" style="height: 50%; width: 50%; object-fit: contain;" title="Living Cube Organism " src="http://www.26pm.com/wp-content/uploads/2014/09/WavesAnimation_500.gif" alt="" srcset="https://www.26pm.com/wp-content/uploads/2014/09/WavesAnimation_500.gif 500w, https://www.26pm.com/wp-content/uploads/2014/09/WavesAnimation_500-150x150.gif 150w, https://www.26pm.com/wp-content/uploads/2014/09/WavesAnimation_500-300x300.gif 300w" sizes="auto, (max-width: 500px) 100vw, 500px" /></a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><iframe loading="lazy" src="https://www.youtube.com/embed/OePBojDzf8E" frameborder="0" width="560" height="315"></iframe></p><p>The post <a href="https://www.26pm.com/living-cube-organism-gif/">+++ Living Cube Organism gif +++</a> first appeared on <a href="https://www.26pm.com">26:PM ➜ Josiah Munsey</a>.</p>]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">1098</post-id>	</item>
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