by Nick Adams | Sep 24, 2014 | Blog, Game Design, Modeling
This is the first post in a two part series: Part 2 O’Neill: Well, we’ll just have to cross that bridge when we come to it. Bra’tac: No. The bridge is too well guarded. (Dialogue from Stargate SG-1 “Bloodlines” episode) Since I was...
by Nick Adams | Sep 18, 2014 | Blog, Game Design, Modeling
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...
by Eric Grossman | Sep 16, 2014 | Art, Blog, Game Design, InnerSpace, Narrative
“Narrative Aesthetic?” InnerSpace is a game of exploration and discovery, where the object is neither fame nor fortune, but rather the unveiling of another world’s history and the cosmic forces that drive it. With priority given to honing our...
by Tyler | Sep 9, 2014 | Blog, Game Design
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...
by Steve Zapata | Sep 2, 2014 | Art, Blog, Game Design, InnerSpace
In this post I’ll go over some some shader basics, talk a bit about choosing an aesthetic for InnerSpace, and give a breakdown of our shader. I’m excited to show some of what we’ve been working on and I hope you like it as much as we do. Just one...
by Tyler | Aug 26, 2014 | Blog, Game Design, InnerSpace
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...