Robocraft - leftofnever


Hey there Robocrafters, As you know, last week’s new login system update didn’t go as well as we’d originally planned and hoped. Your incredibly valuable feedback on the update was key to us improving the player experience and reverting some of the changes we made.

Last week we rolled out a hotfix that removed the automatic login for Steam users and reintroduced the login dialogue box, allowing Steam players to login manually. There was still some additional work to be done in the display name department, and today’s update fixed the remaining issues players had with the update.

Here’s what we fixed:
  • The #suffix has been removed from player names and so player names are unique once more
  • Signing in with Steam will no longer dynamically change your display name in-game
  • All players whose original Robocraft display name was dynamically changed to their Steam name or SteamUserXX, their original Robocraft display name has returned*
  • Players that registered after the new login system update but before this hotfix went live will be asked to choose a display name when logging in for the first time
  • All new Steam players will see a dialog box asking them to pick a display name when logging in for the first time.
*Please note that this does not apply to those players that contacted support to request their display name be different from their original Robocraft username; those players will see their new name sans-suffix.

Known issue: If a player has ticked “remember me” at login since the introduction of the new login system, they will see an error upon logging in and so will need to re-enter their username without the #suffix or registered email address.

Thanks as always for your continued patience and support while we fixed those issues.
Robocraft - leftofnever


Hey there Robocrafters, Please note that we’ll be taking the game offline from 09:00 AM (UTC+1) on Thursday 27th September so we can fix the remaining issues with player display names in Robocraft.

Please note that maintenance is expected to take up to three hours but could go on longer if we hit any issues when deploying the build.

The update will address/fix the following issues:

- The #suffix has been removed from player names and so player names will become unique once more

- Signing in with Steam will no longer dynamically change your display name in-game

- All players whose original Robocraft display name was dynamically changed to their Steam name or SteamUserXX name will have their display name reverted back to their display name. Please note that this does not apply to those that contacted support to request their display name be different from their original Robocraft username; those players will see their new name sans-suffix

- Players that registered after the new login system update but before this hotfix goes live will be asked to choose a display name when logging in after the hotfix is live

After this hotfix is live, all new Steam players will see a dialog box asking them to pick a display name when logging in for the first time.

Known issue: If a player has ticked “remember me” at login since the introduction of the new login system, they will see an error upon logging in and so will need to re-enter their username without the #suffix or registered email address.
Robocraft - leftofnever


Dear Robocraft Community,
Here’s another Dev Jam to keep you up to date on everything that the Robocraft team is working on at the moment and to give you some exciting news about a new work-in-progress feature we hope to release on Steam in the next few weeks.

Firstly I want to take the chance to let you know that we haven’t stopped working on all the things we said we’d do before, namely:
  • The Big Robocraft Infinity upgrade - This is well on it’s way with several of the programmers working hard to do all the work necessary to make the upgrade possible
  • Tiers - This is already complete and live in the China version of Robocraft Infinity currently in Closed Beta via Tencent’s WeGame platform, so as soon as we complete the Infinity Upgrade, Tiers will be included with it when it is launched
  • Login and Display Names - We’re working hard to allow all users to have the Display name they had prior to the launch of the new login system and removing the four digit suffix from names displayed in-game
So, now to discuss something new...

Campaigns

We've prototyped a Single Player Campaign system to see if it was fun. We kept it simple so we could get something together quickly so it works a bit like this:
  • You have 5 ‘lives’
  • You start the campaign and a ‘wave’ of enemies spawns in
  • There are anything from 1 to 20 Robots in a wave
  • All the Robots in a wave are the same design and we built that Robot for our tests
  • AI controls the enemies (a bit like the AI in Single Player TDM at the moment)
  • Once you kill all the enemies in a wave you get a new wave of different enemy Robots
  • When you kill 4 waves the 5th wave is a boss megabot
  • There are 5 difficulty levels, Bronze, Silver, Gold, Diamond and Protonium
  • You don't need to complete a lower level before attempting to beat a higher one - you can jump straight into Protonium if you so wish.
  • In Gold you get just 3 lives, in Diamond you get 2 and in Protonium you get just 1 life
  • The different difficulty levels apply different Health Boost and Damage Boost values to the waves as well, so in Protonium enemy Robots are super buffed (like the buff that’s applied to you when everyone on your team has left the battle in BA and you’ve got to win against 5 solo), whereas in Bronze it’s like vanilla Robocraft balance
  • Each Campaign can have ‘restrictions’ a bit like BRAWL, so perhaps you have to build a Robot with less than 750 CPU to Campaign A and build a Robot with only Thrusters and Lasers to enter Campaign B, and a Tier 1 Robot in Campaign C etc.
  • The HUD shows how many enemies are left in the wave and how many lives you have left
  • You get XP and Robit rewards for playing this game mode
  • You also get to see the highest ‘wave’ you’ve reached in each difficulty level as the Campaign screen shows this
  • Beating Bronze is easy if you have played a lot of Robocraft but we’d like to balance Protonium so even vets have a tough time getting it complete
When we played it though ourselves we thought it was pretty fun and that you might like to play it, so we have cleaned up the code a bit and added some UI and we’re hoping to release it on Steam in the next few weeks. It’s very early days so I hope you forgive it being a bit basic but thought you’d like to get your hands on it anyway. Especially we wanted to see if it’s something you would enjoy and wanted to get your feedback on how it could be improved.

Here’s a work in progress screenshot of the Campaign Selection Screen:



Here’s a work in progress screenshot of the Campaign Briefing Screen:



Beyond the initial release we’re already working on a few quick improvements. Supporting a few different styles of Campaign like ‘Survival’ and ‘Timed Elimination’ and supporting multiple Robot types in a single wave and more weapons supported by the AI. We’re even adding a ‘Wave intro animation’ which allows you to see the enemies that will appear in the wave and will allow them to have some dialogue too so we can make the campaign have a bit of ‘flavour’ making them funny and light hearted.

Here’s a work in progress GIF of the ‘wave intro’ animation:



UGC Campaigns - The exciting part!

We’ve been thinking that if when released you seem to like it and want us to keep working on it more, we could look at upgrading the whole system to allow you, our fabulous Robocrafters, to make and share their own campaigns.

We’d love you to be able to create sets of Robots, upload them, configure the campaigns, balance them, name them, set the dialogue for the Robots that appear in the weave intro screen, and share them in a CRF style store where other users can play them, rate them, etc etc.

If you really like the campaigns we can keep adding to it, supporting more functionality and co-op campaigns etc.

Anyway, please let us know your thoughts on the idea.

Happy gaming!

Team Freejam
Robocraft - leftofnever


Hey there Robocrafters,
If you've been active in the game recently, you'll no doubt be aware that yesterday (September 17th), we rolled out a new website, forums and login system for Robocraft. While the launch of the new website and forums went without a hitch, the same couldn't be said for the new Robocraft login system. Unfortunately, the update was beset with issues relating to the new way we displayed player names and the automatic login of players loading the game via Steam.

We sincerely apologise for the obvious inconvenience and annoyance this caused many of our players who found themselves with unwelcome numbers after their usernames, incorrect usernames and the inability to choose which account to login to via Steam.

So, what are we going to do? We've listened to your feedback and wanted to let you know that we will revert some of the changes made yesterday. These will be rolled out in steps in the coming days to ensure a smooth and hopefully issue-free delivery.

  • Remove the #hashcode from the end of player names in-game
  • Bring back the old login system, allowing Steam users to choose which account they want to login to
  • New players logging in via Steam will now get to choose a unique username at the point of playing for the first time
  • Make usernames unique once more (no more multiple ToastyMike accounts)
  • Any usernames that are currently incorrect will be reverted to their original name. Any players whose display name can't be reverted can request a change by contacting support
  • Fix the current issue with usernames displaying incorrectly in both Friends and Clan lists
  • Fix a bug which is causing the number 2 to appear at the end of player names

The team are currently hard at work coding up the changes as it isn't possible to just revert everything back to pre-update status. We expect the changes to start coming out in the next few days.

Once again, we're really sorry for the issues caused by the latest update; rest assured we will be putting processes in place to ensure this doesn't happen in the future.

Thanks for your continued support and patience while we resolve these issues.

Team Freejam.
Robocraft - leftofnever


Hey there Robocrafters,
We've been busy bees here, working on updating Robocraft with a new login system, website and forums. All the hard work has now been completed and you can once again login to the game, visit the lovely new website to manage your game account online and post on the forums.

What's changed? We've updated our systems and you can now login to Robocraft using your in-game username, registered email address, or automatically through Steam. It's also possible for us to change player display names. So if you've found yourself locked out of your account due to an inappropriate username (remember Robocraft is a 10+ game), then you can request a new display name via support. Player names in-game will now display a unique identifier in the form of a four character hashcode (eg. ToastyMike#2341). This does mean that usernames will no longer be unique, but the hashcode assigned to the username will be.

Alongside the new login system, you'll find a new Robocraft website and a feature-rich vBulletin website for you to use.

Please note that while we migrate users to the new system, some players may experience longer-than-usual loading times while connecting to the game's servers. Also, players logging in via Steam may notice an additional number after their username and before the #XXXX; this is a temporary character and will be automatically removed once migration has been completed and they login once more.

Important information for Steam users:

When we announced the changes last month, we did state that Mac and Linux users would only be able to login automatically their Steam ID as the Robocraft launcher is Windows OS only. This, it turns out, caused a few unforeseen issues with some Mac, Linux and PC players wishing to login into an un-linked Robocraft account. So, in order to accommodate those players, we've got a little work-around so you can bypass the auto-login through Steam and input your account username/password instead.

By default the Robocraft client launched through Steam will automatically log that player in to their Steam account regardless of operating system. If you want to access your old standalone Robocraft account then you will have to do the following:
  • Download the "LauncherLogin" file from here: http://patch.robocraftgame.com/LauncherLogin
  • If the file downloaded is named `LauncherLogin.dms` , rename it to `LauncherLogin`
  • In the Steam Client, right-click on the Robocraft game name in your library list and select "Properties"
  • Click on the "Local Files" tab and select "Browse Local Files"
  • Move the "LauncherLogin" file into this folder
If you wish to login automatically through Steam, simply delete or rename the "LauncherLogin" file. Repeat the above steps if you wish to disable auto-login once more.

Also, as part of the update, the following changes were made to the game:
  • The Score to XP ratio in Play vs AI Mode has been updated to match all Multiplayer modes

Robocraft - leftofnever


It's time to don your favorite overalls and open the toolbox as building Robots in Robocraft has just got a lot more advanced. Today's update solely focuses on giving you more parts to build with; unlocking the potential to fine-tune your creations for maximum impact on the battlefield. With 24 new Cubes as well as the introduction of six new Rods, there never has been a better time to build the Robot of your dreams and take control of the battle!

All the new parts are now live and can be unlocked via the Tech Tree in-game.

Click here to read the patch notes
Robocraft - leftofnever
NEW:
  • 12x Light Cube:
    • Tech Point unlock cost: 3 Tech Points per Cube type
    • Rarity: Epic
    • CPU Load: 1 pFLOP
    • Base Health: 675
    • Health Boost: 0.06%
    • Mass: 0.3kg
  • 12x Heavy Cube:
    • Tech Point unlock cost: 2 Tech Points per Cube type
    • Rarity: Rare
    • CPU Load: 1pFLOP
    • Base Health: 1620
    • Health Boost: 0.06%
    • Mass: 100kg
6x New Rods:
  • Rod Short
    • Tech Point unlock cost: 2 Tech Points
    • Rarity: Rare
    • CPU Load: 2 pFlops
    • Base Health: 2700
    • Mass: 2.0kg
  • Rod Arc Short
    • Tech Point unlock cost: 2 Tech Points
    • Rarity: Rare
    • CPU Load: 2 pFlops
    • Base Health: 2700
    • Mass: 2.0kg
  • Rod Diagonal 2D Short
    • Tech Point unlock cost: 2 Tech Points
    • Rarity: Rare
    • CPU Load: 2 pFlops
    • Base Health: 2700
    • Mass: 2.0kg
  • Rod Plus
    • Tech Point unlock cost: 2 Tech Points
    • Rarity: Rare
    • CPU Load: 5 pFlops
    • Base Health: 6750
    • Mass: 5.0kg
  • Rod Cross
    • Tech Point unlock cost: 2 Tech Points
    • Rarity: Rare
    • CPU Load: 5 pFlops
    • Base Health: 6750
    • Mass: 5.0kg
  • Rod Frame
    • Tech Point unlock cost: 2 Tech Points
    • Rarity: Rare
    • CPU Load: 8 pFlops
    • Base Health: 10800
    • Mass: 8.0kg
OTHER CHANGES:
  • Tech Tree adjustments to accommodate new Rods and Cubes:
  • All Health Cubes have been renamed to Medium Cubes
  • All Light Cubes have been renamed to Compact Cubes
  • Compact Cube Tech Point cost increased from 1Tech Point to 5 Tech Points per cube
  • Compact Cube forge cost increased from 120 Robits to 500 Robits
  • Compact Cube recycle cost increased from 24 Robits to 125 Robits (Premium players will receive 3x this amount)
  • Compact Cube rarity increased from Uncommon to Legendary
  • Updated the Tech Point cost on some parts that had incorrect Tech Point values:
    • Tank Track Elephant now cost 2 Tech Points
    • Tank Track Mammoth now cost 3 Tech Points
    • Electroshield D (Both) now cost 1 Tech Point
    • Electroshield G (Both) now cost 1 Tech Point
  • Rod Short renamed to Rod
  • Strut Short renamed to Strut
Robocraft - leftofnever


Hey there Robocrafters!

Producer Phil here with another Dev Jam to talk about the upcoming additions to Robocraft. In our next update we’ll be releasing new rods for you guys to craft with and new classes of cubes to further hone your robots towards the style of play you most enjoy.

We originally planned for cubes and rods to launch alongside the tiers update but as the work is almost done we wanted to get it to you early! Don’t worry, we’re still hard at work to bring you all the improvements we promised in the previous Infinitisation Dev Jam as well as a new single-player mode (we'll reveal more on that soon™), but as you can imagine, overhauling the game while we integrate new features is no small task so please be patient as our expert team of jammers continue to improve Robocraft.

New Cubes!

As discussed in a previous Dev Jam we want to add a new cube system to allow more strategic building of robots. We already have a Light cube and a normal (Health) cube which each serve a different purpose but form a duality rather than a spectrum of approaches when designing and building a competitive fighting machine.

Our new cube system will be more intuitive, as well as a powerful addition for those of you who love to get the most out of your robots; the cube system will have 4 types:
  • Light Cubes
  • Medium Cubes - existing Health Cubes will be renamed to Medium Cubes
  • Heavy Cubes
  • Compact Cubes - existing Light Cubes will be renamed to Compact Cubes



Light Cubes: The new version of Light Cubes are designed for flying attack craft and aerial dogfighters. They will be the same CPU as Medium Cubes but will be lighter and with less health. Builders will be able to build featherweight flyers and nimble duelists but the trade-off will be that they need to make themselves smaller targets and/or nimble pilots to mitigate the increased likelihood of structural damage in battle.

Medium Cubes: Health Cubes will be renamed to Medium Cubes and have the same stats. They are middle-of-the-road cubes likely to be seen on starter bots (as they come automatically unlocked on the tech tree), art bots (due to their untextured nature lending themselves to clean pixel art) and jack-of-all-trades robots that need to balance speed with damage resistance in battle.

Heavy Cubes: Heavy Cubes are a brand new addition to the Tech Tree. They will be the counterpoint to the Light Cubes and are designed for heavy tanks, point contesters, gunbeds, assault mechs, and megabots. They will be the same CPU as the Light and Medium Cubes but have higher higher health with the tradeoff of increased weight. The more direct builders amongst you that want an unsubtle robot that thrives in the heat of battle will want to upgrade your existing robots to Heavy Cubes.

Compact Cubes: As already detailed, existing Light Cubes will be renamed to Compact Cubes.

New Rods!

In addition to the new Cubes system we’ve also created a set of Rods to open up even more building options. The more astute builders amongst you will spot some downsized versions of existing favourites, the 1x5 now has a 1x2 version, the 3x3 curve now has a 2x2 curve variant, and so on. We didn’t just make mini versions of existing Rods though; we're also introducing a new crossbar Rod too. Please note, the current Rod Short will be renamed to Rod to make sizing easier.



In the very near future we’ll also be bringing you Strut variants to further bolster your expanding roster of building parts.

How do you get the new parts?
When we release the new parts, they'll be added to the Tech Tree and you'll need to unlock some of them with Tech Points.
  • Medium Cubes will remain as the default cube that's unlocked for everyone.
  • Heavy Cubes will be added to the Tech Tree and cost 2 Tech Points each to unlock.
  • Light Cubes will be moved further down the unlock path and unless you already have them unlocked require heavy cubes to be unlocked first. They will cost 3 Tech Points each to unlock.
  • The Rods will cost 1 Tech Point for each variant.
How do you get Tech Points?
You will receive one Tech Point each time you level up in Robocraft. If you currently have everything unlocked on the Tech Tree, you won't receive any additional Tech Points for levelling up UNTIL the new parts have been added to the game.
Robocraft - leftofnever


Hey there Robocrafters,
There's no Dev Jam this week, instead we wanted to let you know about some very important changes coming soon™ to your Robocraft account, the Robocraft website and forum. So think of this blog post as a Public Service Announcement (PSA) rather than a Dev Jam.

New Unified Authentication System
As developers we're always thinking ahead and looking at the different ways we can make the playing experience across our current and future games better. One of the ways we can do this is to have a 'Unified Authentication' system in place. Unified Auth offers many benefits including the ability for players to login with a single account across multiple games rather than having to register each time we release a new game.

Another benefit, one that's been requested for a while, is the ability to change your in-game name. Currently it's not possible to change a player's username once it has been created and so if a player creates an account with a username that isn't permitted, we need to suspend access to that account. With Unified Auth, we will be able to change a player's display name without breaking their account! Players will be able to request a change to their display name by contacting support and we will change player names on a case by case basis.

In order to accommodate the new Unified Auth system, we need to make some changes to how player names are displayed. We will be adding a unique ID at the end of player names in the form of a four number hash eg. #7474. Anyone who has a battle.net account will already be familiar with this system. Unified Auth means that usernames will no longer be unique; so there may be many "toastymike" usernames but there will only be one "toastymike#2341" or "toastymike#5735".


New display name in-chat
 
In-game, usernames will now be displayed as [username]#ID eg. toastymike#2341 and you'll need to ensure you enter the full player username + ID when directly communicating with players via the in-game chat or inviting them to a clan or party in-game.

Important changes to game login: Currently you can load into Robocraft a number of different ways:
  • Robocraft Launcher with your username & password
  • Through Steam with your username & password
  • Through Steam with your Steam ID (by clicking on the sign in with Steam button)
With Unified Auth, this will be changing to:
  • Robocraft Launcher with your account email address & password
  • Through Steam with your Steam ID
Don't worry if you can't remember your registered email address, you'll still be able to login to the game using your legacy username in the short term. You'll also be able to view your registered email address by logging into your account via the new Robocraft website.

Steam users with both an email/password and a Steam ID linked to their account wishing to login with their email/password will need to use the official Robocraft Launcher (Windows only).

Steam Linking will be removed when Unified Auth launches. New players coming to Robocraft via Steam will be able to login to their Robocraft player account and link an email address via the new Robocraft website. This will then allow them to update their account details and manage email subscriptions.

New Website
There's no denying the fact that the Robocraft, website is looking a bit tired and somewhat dated now. Robocraft is five years old and while the game has been improved and updated during this time, the website hasn't. So we're going to give it some love as part of our continued drive to improve the player experience both in and out of the game. We've got a gorgeous new website for you that is in-keeping with the other Freejam Games websites, Robocraft Infinity and CardLife.

The new website will still have all the latest Robocraft news and info so should remain your first port of call for Robocraft-related info. You'll also be able to access your Robocraft player account through the website and access the new forums.

Currently, if you want to update your registered account email you need to contact our support team. With the new Unified Auth system, we're putting the power to update your registered email and password in your hands! You'll soon be able to do this via your account page accessible via the new Robocraft website. You can also subscribe/unsubscribe to any of our newsletters from there too.

New Forum
Just like the website, the Robocraft forums are looking a bit old now and so with the Unified Auth changes and new website we felt it was the perfect time to update the forums too. The new forums will be powered by vBulletin which allows us to add some cool community features that aren't available with the current system. The new forums won't have as many sub-categories as the existing one as we'll be retiring a few of the less-frequented sub-categories.

What about the old forums? It isn't possible for us to merge the two forums together but don't worry, we're not deleting the old ones. For now, you'll still be able to view the posts and link to them, but you won't be able to post new threads or comment on existing ones.

Coming Soon™
So when can you expect these changes? Well, if all testing goes to plan and there are no project-breaking bugs that prevent us from launching, we hope to make the changes within the next two weeks (as of 23rd August). We will let you know a definite date/time once we're happy with everything.
Robocraft - GammaJamma


Hey there Robocrafters, it’s Hannah here!

The whole team is hard at work implementing Tiers currently, so for this week’s Dev Jam we thought we’d do a spotlight on our Art Team. We’re currently made up of three artists: myself, Wu, and James. Each of us sat down and wrote a little bit about what it’s like working at a small indie developer, our backgrounds, how we got into the industry, and why we do what we do. Lets begin with me first of all.

 
Hannah: Lead Artist
I’ve been at Freejam for over 2 and a half years now, and I literally get to do my dream job. I’ve always loved video games, they’ve been my biggest passion since I was a tiny child watching my Dad play Dungeon Keeper 2; so when I found out that making video games was actually a job that you can do, I pored over University courses to find the one that fit me best. After 3 years on a Game Art Design course, I started at Freejam, it was my first job in the Industry. I didn’t really know what to expect when I started here but it turns out I was pleasantly surprised; Freejam has a really nice vibe.



My specialisation is 3D Environment and Prop Art. The Lock-On Missile Launcher was the first piece of content I generated for Robocraft, and is still my favourite. The standard software I use is Maya for modelling, Photoshop for texturing, and Unity as our engine. However since we’re a small art team, I’ve also created large and small scale marketing assets, UI sprites, and also been involved in various design decisions.

As Lead Artist, I’m involved in all the artistic decisions made in the game as well as actually getting to do fun art (and the inevitable bug fixing that comes along with it). I’m also involved in planning meetings, reviewing my fellow artists’ work and co-coordinating with our Producers to figure out their schedules and workload. There really aren’t enough hours in the day…



Working in a small art team means you have to be a Jill of all trades; like me, you’ll likely be involved in all different art disciplines so it helps to have some understanding of each one, even if you have a speciality. One of the best pieces of advice I can give to an aspiring Artist, especially if you’re looking to work for a small scale indie, is nail your art fundamentals - composition, colour theory, anatomy, material definition, understanding of design principles, etc. They all transfer into every piece of work you do, whether that’s you generating a cool new weapon, putting together an environment, or designing a new UI screen. As an Artist, allow yourself to be inspired by your favourite games, movies, and other media! The artists who made them put in a huge amount of time and effort and also likely looked at reams and reams of real world reference to ground that cool thing they designed in reality; engine blocks, 1950’s bumper cars, the inside of a nuclear reactor, brutalist architecture, sports cars, natural rock formations, drones, etc. These are just a teeny tiny selection of things I’ve been inspired by while working at Freejam.

One of the best things about working on Robocraft is the creative freedom we’re given. We’re given a goal e.g. give the players better feedback during battle, and as artists we can set out to achieve that goal in any way we see fit. The recent Weapon Feedback update was a massive collaborative effort between the Art Team, the Coders we had assigned to support us, and Designers’ input. It was a really fun challenge, being able to sit down to play the game together and see what a difference our ideas made to the pace and feel of battling was really rewarding.

 
James: VFX Artist
I've been developing games since I was 9 years old when my dad taught me BASIC. I started designing and coding games in my spare time outside of school and eventually spent most of my lunchtimes developing games in the school IT rooms and doodling game designs on scraps of paper between classes.

I wanted to go into gameplay programming, so I applied to universities to do programming and got into a Computer Science course, where I learned how to code properly. Unfortunately, Computer Science wasn't the kind of practical course I was looking for and I left after 2 years to work out what I wanted to do. Eventually I ended up deciding to go into cinema special effects, but after a year I remembered that my real love was games and I last-minute transferred directly into the second year of a Games Art course and learnt 3D art, shader programming, and modern graphics technology. I graduated in 2017 and later applied for a job at Freejam as a Visual Effects Artist.

While I'm primarily a VFX Artist, my background is in Technical Art, which involves programming material shaders, post-process and camera image effects, scripting, rigging character models and getting all the technical parts of a games art working, basically bridging the gap between art and code.

At FreeJam I've worked on many effects, but my favourite thing to work on was the Tech Point screen where I coded the materials and surface lighting, created the visual effects, and created the animation for the tech points.



Working in a small indie team is amazing because we have a tight-knit community of developers and this means everyone has to cover a wide skill set. It's nice to have such a variety of challenges and no two days are ever the same. Keeping on top of many different art and code disciplines is important so that I can understand problems that come from both sides and communicate well between them.

 
Wu: UI Artist
At Freejam, I create new game UI for Robocraft including menus, buttons, and HUD. Recently I worked on the Weapon Feedback update and the upcoming Infinity update, which contains UI improvements for the entire game.



I have background knowledge in various area such as Architecture, 3D Art, Graphic Design, & VR. Previously, I worked as a Freelance Graphic Designer supporting independent businesses.

Working for a small indie developer is busy but nice. I enjoy collaborating with other artists and designers in the team to achieve a better user experience for players. It also allows me to explore freely and come up with ideas that will improve the visuals of Robocraft.

Robocraft has been out for 5 years and it’s still constantly evolving. Much of the existing UI might be accepted by current Robocraft players but I always have new ideas to improve the user’s experience, making it cleaner, clearer, and more enjoyable. I believe art in Robocraft should always remain progressive in order to attract new players and keep the community alive.



My main advice for working in the game industry is don’t restrict your art style because you are good at it. Be versatile and gain knowledge of different things. It helps a lot if you have knowledge of other art disciplines or even code/design; it will greatly improve the outcome of the collaboration with your colleagues.


Thanks for reading guys, we’ll keep you updated on what’s happening at Freejam!

Have fun <3


Hannah
...