Mobile Game Update: Eat Sheep

Mobile Game Development Update

It has been almost a month since we announced our first internal mobile project called “Eat Sheep“. Though there is still a bit of work left on the game, I wanted to take this time to share some of the recent updates on production! So let me stop talking and get to the goods.

Monster Animations are in full swing!

Life is being created in this monsters by the talented Beorn Leonard. We had such a good time working with Beorn on his Animation Series, that we asked him to hang out with us a bit longer. Beorn is adding some of his skill set he picked up from working on Sintel and Happy Feet 2 into these hug-able little monsters. Check out the very “Work in progress” Animations below of the Melvin Monster and Sheep animations.

Art updates:

Creating assets for this game has been a bit of fun and a challenge. One thing we constantly have to keep reminding ourselves is the “players view”. Meaning model to the camera. You can see some of these assets could use a few more polys from the views we are presenting,  keep in mind the player is going to viewing them from an 85 degree downward angle. Most assets will render smaller then quarter on screen.

3D Blender Desert

Desert made by

Desert foliage in Blender

Sheep made with Blender


Teeth have been magnetized, sheep have been polarized and Melvin’s ready to eat! In addition to setting the little monster up with a new pair of chompers, the engineering team has worked on setting up some more intuitive behind-the-scenes controls and making database connections. They’ve also made sure that the monsters’ memories now last longer than a single session, and are beginning work on having monsters from all over the world share their wool income figures so they can do some number crunching. The developers also continued their seemingly never ending seach-and-destroy mission on bugs, diligently squashing them wherever they go.


The art side has been focusing less on conception and more on user interface, menus, and buttons. Right now we are working toward playing a full run-through so on the art side I’m working on the main screen, level select screen, win/loss screen, and the actual in-game hud.
Here are the drafts so far of the main screen and level select screen below ↓

Eat Sheep Storyboard

Level Select

Mobile Game Development

…But somehow another monster sneaked his way into the Eat Sheep World.

Meet Phillip.

He comes with a face full of cute and a full tutorial on creating him using Melvin’s base as a foundation. View the tutorial.

Create a Monster


To stay up to date with the latest Eat Sheep updates Like us on the Eat Sheep Facebook page or subscribe to the Newsletter. Thank you again for the support!


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23 Responses to “Mobile Game Update: Eat Sheep”
  1. Posts: 5
    Tristan Lyons says:

    hey guys-
    Great job with this! It looks great! Are you thinking about making it for multiple platforms, like iPad and the Android market? One thing you could do is produce it for the new Nook tablet…Just a thought.
    Anyway guys, keep up the good work!

    • Posts: 564
      Wes Burke says:

      Yes, once we tackle the iOS, we have already talked on what it is going to take to get it over to Android. From there we are keeping it open, really based on how well the game is received. :)

    • Posts: 564
      Wes Burke says:

      Not yet.. but we are still pushing for 1st quarter this year. Though that is quickly approaching. 😉

  2. Posts: 3


    it really looks great. I’m hoping we will see some of the parts of the game as tutorials here on Blender Cookie and on Unity Cookie again. I’m curious how you have done this comic like texturing. Realy cute 😉

    • Posts: 564
      Wes Burke says:

      Thanks! Tim as the above for the Monster creation and working to get some of the texture’d ones out as well for the 3D assets.

  3. Posts: 2
    Roy says:

    Hi. Is this game made entirely in blender? Or is there another program that your using?

    • Posts: 564
      Wes Burke says:

      All of the 3D assets were created in blender and are being animated in Blender. We are using Unity as the game engine. 😉

  4. Posts: 2
    Roy says:

    I think that light toon shading would fit the style quite well.

  5. Posts: 2
    sam welker says:

    Hope you know this is going to go rather viral… iPad, iPhone and Android right? Any idea if you’ll try to reach out to the mac app store/windows app stores that are available?

    • Posts: 564
      Wes Burke says:

      We haven’t thought on the Mac App store, but we are looking to launch with iPad, iPhone, then Android to follow shortly after if the game is well received. :)

  6. Posts: 14
    3dcurser says:

    Wow! I am loving the look and feel of this game. I am an illustrator looking to use Blender as a tool for 2d stills and would purchase a complete ‘sketch to final’ texturing tutorial on one of these assets, a barn or tractor. This style seems a perfect blend of art and 3d come to life in a fun and whimsical sort of way. Keep up the fun work guys…!

  7. Posts: 79
    Andrej says:

    Is this comming for PC?

  8. Posts: 6
    marvin evins says:

    hey guys exactly how are you guys going to get this over to the iphone from the blender game engine? and if so, will this be an add on in the future?

    • Posts: 11
      Noah says:

      Their will be no add-on in blender for this because although all of the 3d assets were made in blender the game makers are using Unity as their game engine not bge.

  9. Posts: 14
    3dcurser says:

    How is this going? Can’t wait for the tutorial aspect of this to come out. Will it be jointly announced across Blender, Unity and Concept Cookies?

  10. Posts: 2

    Trying to use blender for 3d *.fbx models in XNA 4.0 for use in Windows Phone 7. Would be great to have some short tutorials on how to best create animations in this respect. (Multiple meshes or specialised content importer in xna 4.0??) Enjoyed Jonathans low poly model for Unity series very much.
    Tank you for many highly entertaining videos. Love your style.

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