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Level Design: Designing for Flow

Level Design: Designing for Flow

by Eric Grossman | Feb 26, 2016 | Blog, Game Design, Games, InnerSpace, Level Design

As our frequent readers know, one stylistic cornerstone of InnerSpace is the image of a strange, foreign tower jutting out from rock formations, bending over the curve of a hollowed-out planet. These aren’t merely exterior decoration, though, as the player can enter...
InnerSpace 8/28 Screenshot Saturday Progress Update: Jammin’

InnerSpace 8/28 Screenshot Saturday Progress Update: Jammin’

by Eric | Aug 29, 2015 | Blog, Games, InnerSpace, Progress Update

Ludum Dare Last week, we halted InnerSpace development for a few days to compete in the Ludum Dare game jam. Due to the restraints of a jam’s time limit, in this case 72 hours, we often challenge ourselves to learn something new and/or tackle something we...
InnerSpace 8/1 Screenshot Saturday Update: Death of a Plane, Birth of a Planet

InnerSpace 8/1 Screenshot Saturday Update: Death of a Plane, Birth of a Planet

by Eric | Jul 31, 2015 | Blog, InnerSpace, Progress Update

Sad news, today. After nearly two weeks of bringing smiles to the PolyKnight team’s faces, posing majestically atop the video screen at our SGC booth and…resting in the back of Tyler’s car, the InnerSpace balloon plane (courtesy of No Ordinary Balloon Man)...
Sound Designin’ for a Stylized World

Sound Designin’ for a Stylized World

by Chris Miller | Jul 10, 2015 | Blog, Games, InnerSpace, Sound Design

The InnerSpace Style My first experience of understanding what I didn’t want InnerSpace to sound like was when I was working on audio for the alpha build. I had already created three music tracks for the game and an aesthetic was set. The in-game music, for the most...
InnerSpace 7/4 Screenshot Saturday Update: Entering the Ice Desert

InnerSpace 7/4 Screenshot Saturday Update: Entering the Ice Desert

by Eric | Jul 4, 2015 | Blog, Games, InnerSpace, Progress Update

Ice Desert Over the past few weeks, we’ve started building one of the secondary bubbles. It’s within these separate areas that the demigods of InnerSpace reside, which will present challenges the player will not have encountered before. Here is some early...
Building Blocks: The Virtues (and Pitfalls) of Indie Constraints and Modular Design

Building Blocks: The Virtues (and Pitfalls) of Indie Constraints and Modular Design

by Eric Grossman | Jun 12, 2015 | Art, Blog, Game Design, InnerSpace, Level Design

We’ve come to the point where InnerSpace is starting to look like something, so naturally it’s time for a little retrospective discussion of our somewhat formative production-level steps in engine. Winding back to January, we had just come to grips with the success of...
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