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WEEK 2: GIVING FEELING TO THE WORLD OF BOARDR (HOW ON EARTH CAN WE DO IT?)

28/01/26 nano






Ben's beginning idea for BoardR was simple and not the first: what if we did a skateboarding game with cel shaded graphics a la Jet Set Radio? My next question is how do we make it unlike anything ever before. Also, we are 3 people so far. In terms of achieveing something like Bomb Rush Cyberfunk or the legendary Hi-Fi Rush that largely formed the basis for Ben's ideas for the style, we were cooked.
so, the first thing i did was try some textures that were hand drawn to try and create a low poly dithered pixelated aesthetic. It took me ages... bad idea.

Method 2 was trying to take some photographs of textures from around me and recolouring and etiting them by hand. I made 2, BUT, it felt i could be alot quicker.

SO, method 3. edit my images. The website https://ditherit.com was perfect for creating a palette of textures that use a consistent range of colours. But it turned out it was best taking these edits and adding smaller details. It's all good. I can assure you that this is gonna be the most boring article by far. sorry.













BOARDR: Week 1.

6th January 2026 nano

HEY GUYS!! This is the first ATAERIA blogpost. With this site we're thinking for each member to contribute thoughts, progress, possible social events (i for one would like some nice contests before game releases), and any sort of solo work that we would like to share.



Anyway, weve been constructing the basic movement engine for "BoardR" (temporary name) and i can show some of it here. Its pretty fast paced, and a sort of half open world platformer. The speed is exciting, but the most exciting thing is the worldbuilding. It's a big open city on a VERY alien planet. We're going for a world you've never seen before. I, personally, am trying to minimise the number of species that utilise a humanoid form where possible. (the notable exception being the main character).




the enemies are largely robots. Yes, Artificial Intelligence has reached this planet too, and it's not for the better. we got the big guy and the lil guy (no textures yet).
This main character R has some really messy movement at the moment.




Okey, that's week one done. Next week I'll probably be looking at the 2D visuals that shape the world, and how i emphasise gradients to do that.




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