framebunker is an
independent game studio
based in copenhagen


This category features posts about art in Static Sky. We’ll be covering topics ranging from concept art to technical details about production. Let us know if you have any ideas about what you would like us to discuss.

new screenshots (part 2)

Nov 15, ’13

We’re closing out the week with a few more work-in-progress environment screenshots from the opening level of Static Sky, our cyberpunk squad shooter for iPads.

new screenshots

Nov 12, ’13

Today we’re sharing some in-game environment renders from the (still very much work-in-progress) first level of Static Sky, our cyberpunk squad shooter for iPads. We’ll follow-up in the next few weeks with some “making of” posts focused on the art and more of the tech.

lighting #2 – attenuation

Jun 17, ’13

This is the part of a series of blog posts on rendering in our cyberpunk tablet game, Static Sky. For an introduction, check out our overview of rendering post. In this post, we’re going to look at how light attenuates, both in traditional realtime rendering and with our modified falloffs for Static Sky.

lighting #1 – hybrid lights

Jun 10, ’13

This is the first of a series of blog posts on rendering in Static Sky. We yanked out Unity’s lighting system and replaced it with our own, super fast one that’s specialised for rendering tons of bumped dynamic lights at 60FPS. This post will talk about the hybrid lighting model that we’re using.

rendering static sky

Jun 10, ’13

For Static Sky we want to render a neon, cyberpunk world that runs smoothly on an iPad. In this blog post, we’ll outline a roadmap for a series of updates that will go into detail on how we are doing that.

sketching cyberpunk faces

May 13, ’13

One of the really cool things about a microstudio like Framebunker (it is just two of us) is that you get to wear a lot of hats. This is probably something that many indie developers are already quite familiar with — one day you’re a level designer and the next you’re writing code. The day after that you’re sketching concept art.

enemy guard concept art

Apr 25, ’13

I took a some time last week to step away from the code and work on a little concept art to address one of the challenges that we faced when building the prototype that we demoed at GDC: too much awesome in all the wrong places. Ok, picture this: The regional distribution and processing warehouse for the AIOMI corporation occupies the southwest corner of one of the hundreds of non-descript industrial parks that encircle the city. AIOMI security has logged exactly two incidents at this facility in the last six months — one involved a would-be vandal and the other…

tears in the rain

Apr 9, ’13

If you’ve said Cyberpunk and Blade Runner, odds are you’re not making a world in sunset colors. Cyberpunk is hard, it is brutal. It is also a lovesong to the hard walls of the city. To me, it is very much genre that lets us experience the visceral beauty of a rainy street at night. So let’s talk about rain.