Our Blog

Our Take on Game Design, Asset Creation, Programming, and Marketing
InnerSpace Kickstarter: Key Questions Answered

InnerSpace Kickstarter: Key Questions Answered

And with one click (preceded by hours of writing, weeks of planning, and months of development), the InnerSpace Kickstarter campaign went live. This has been an exhilarating, terrifying, and awesome process to be a part of. We've received plenty of great feedback over...

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On Exploration…

On Exploration…

We've described InnerSpace as an exploration flying game. While the latter half of that description is apparent, the definition of "exploration" is slightly more ambiguous. In order to give insight into what the experience of InnerSpace will be, we wanted to take a...

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The Science Behind InnerSpace

The Science Behind InnerSpace

Editor's Note: The following post is written by a friend of ours, Justin Sipes. Justin's currently pursuing a degree in chemistry from the University of Texas at Dallas. For every fictitious universe there are natural laws that must be applied or relaxed in order to...

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Low Poly: Confined Infinity

Low Poly: Confined Infinity

It used to have a negative connotation. If something was low poly, people often overlooked what might be good about a game. I think this misconception originates from the idea that low poly was once synonymous with bad graphics, a game meant for a low-end machine, or...

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InnerSpace Screenshot Saturday #1

InnerSpace Screenshot Saturday #1

This week, we finished up our shaders (water, metal, and stone), did some work on our level of detail, blocked out and started on our new plane, and finished some models for civilizations that will be found throughout the game. We've started pushing hard again after a...

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Designing Backwards, Staying Coherent.

Designing Backwards, Staying Coherent.

Warning: Programmer art ahead. Bar the orange backgrounds, made by Eric Grossman. What we're talking about I swear it isn't as scary as it sounds There are two core words I'll be throwing around throughout this post: Concept and Mantra. Concepts are ideas; they're...

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Creating a New Type of (Flying) Game

Creating a New Type of (Flying) Game

Warning: Programmer Art Ahead. When designing our upcoming game, InnerSpace, we quickly hit a question we run by all our game ideas: "What makes this a unique experience?" I'll approach this question in a broader sense, but mostly in the context of our project. This...

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