Hello there! The following series is a kind of journal of our adventure with game development. If you want to take part in it and find out what exactly we do to moveΒ our titlesΒ towards their premiers, check back regularly! Cheers!
GIMLE: THE BROKEN PROPHECY
It’s Friday… and you know what that means, don’t you? That’s right, it’s time for the Summary of Progress no. #! The last fourteen days have resulted in quite a lot of news and changes that we will be happy to tell you about. We are thrilled to see the worlds in which the action of our games take place come to life, whether it’s Ancient Greece or the frosty, gloomy lands of Vikings. With each passing day, they are enriched with new interesting details, mechanics, and animations. So much for the introduction Let’s dive into the list of novelties and check out these sweet assets we have prepared for you. Here we go!
One of the main pillars of the game - combat β
Look at your feet! What you see may surprise you...
This is one of the tasks of the such detailed design of different types of substrate. They are to help you immerse yourself into the game world and its story, but also to help you understand what circumstances and type of place you are in. And so, we have prepared a lot of such floors – wooden, urban, forest, rocky, icy, dungeon – you name it! Thanks to such a huge variety of materials, each location, building, or element of the environment will be quite unique and authentic.
Builders of Greece
Let's visit Agora!
Agora is the very heart of your city Its task is to collect all kinds of resources and distribute them among your loyal subjects. Not surprisingly, one can find numerous merchants and traders here. It is said that if something can be bought or sold, it can surely be found in the Agora. Let’s take a look at one of numerous transactions…
The road from a simple block to a living being
Have you ever wondered what the NPC creation process looks like? If so, you can find out today! Take the example of a baker who prepares delicious bread for her fellow citizens. It all starts with an idea in the artist’s mind, which then turns into design and concept art When the concept art is ready, it’s time for high poly and low poly model of a character. The next steps are so called skinning, rigging, and finally animating. As you can see, bringing even one character to life requires a lot of work and commitment. And there will be dozens of different characters in your city… so impressive! Each of them must look, move, and act as authentic, beautiful, and smooth as possible. The image below is the best proof that our graphic designers know what they’re doing!
The appearance of buildings in the in-game world
Knowing your reactions on social media, we know that you love seeing the concept art of buildings from Builders of Greece. Now we can’t wait to learn what do you think about the appearance of the buildings in the game engine! πΎ Almond grove and Cheesemaker’s hut are the first to be shown – they are rather simple and small, but they give you an idea of ββhow they will look in the in-game world. We did our best to give them a nice, authentic, and realistic look. It’s up to you to judge whether we succeeded! Of course, the buildings shown in the graphic below are still subject of changes and improvements π