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.
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.
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.
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 ...