August 30, 2011
Our early feedback for Inemeri: A Familiar World was beginning to steer the game’s vision into different paths that we are getting very excited about. We have decided to focus this new energy into a separate product that we will release first called Broken Arrow.
Development and beta launch for Inemeri has been put on hold as our new game concept is already showing tremendous progress. Broken Arrow is an action combat game that is being designed exclusively for one handed touch controls on tablets and web. We will keep you posted of our progress and let you know when a demo will be available to play.
June 28, 2011
Here are a couple screenshots of a 3D cave environment running in-game. We are currently working on adding atmospheric effects such as haze, light shafts, mist, and fire to give it more life.
June 03, 2011
We're trying to get closer to film quality and one thing films have done better than games for a long time is respecting colors when you put them through math.
We recently made some changes to the way we handle colors. The post describes what we do now and how we got there.
The post is at #AltDevBlogADay
It's an interesting read if you are into colors in computers. Others beware.
May 18, 2011
Behind the scenes here at November software we try to go above and beyond to be able to bring you more pretty gaming goodness. This often involves understanding stuff like the image above.
We recently implemented a fancy way to deliver more textures (images) to users. The post below describes the hoops we needed to jump through.
The post is at #AltDevBlogADay
It might rock your left-brain off if you are not wearing a lab-coat or a legit beard, science-style.
April 21, 2011
Here is a look at our early silhouette study of our first character. They are quick sketches to help define the look and feel of how he will appear on screen with various customizations. Our Art team uses them to help create distinct characters that stand out and do not blend in with each other while having their own unique shape and style.
April 14, 2011
I put together a video of the bare essentials to a descent workflow for my fellow rendering engineers and to share some details on our IBL lighting technique used in game. Personally, I need simple systems that run very fast so that I can explore options and be creative with my ideas and optimizations.
Also, I like knowing that the game engine and my tools are the same system so that I don’t have to prototype in one and then port to the other.
Original post on #AltDevBlogADay
April 13, 2011
Another inspiration piece supplied to us by the legendary Doug Chiang. This one is called "Stiltwalkers at Falls."
We are basing a portion of our level around a lush organic environment mixed with other world technology and science fiction, similar to this concept piece from Robota.
April 07, 2011
Over the last few weeks, we heard a lot of different ways to pronounce "inemeri". I would like to clarify how you're supposed to pronounce it. We always imagined people saying "inemeri" similar to "memory". Inside the team though, we often pronounce it ...