What changed
0 fixes0 additions3 changes0 removals
- UI and audio
- Maps
- Performance
changedWhile we are still working on the localization of our game into multiple languages, we wanted to show you backstage content from one of the first phases of the development of our game: concepts.
changedHere for you are some inspirational artworks for DREAMERS' mountain region! They served as an inspiration and reference to our 3D modelers to visualize and create the maps and quests while the developer worked on the prototype of functionalities.
changedIn fact, we first create a hyper-simplified version of our scenes by using simple blocks or extruded lines, to measure the distances and performance of a scene. When we reach a stable and pleasurable result, we start populating the environment with details and NPCs.
DREAMERS changes
changedWhile we are still working on the localization of our game into multiple languages, we wanted to show you backstage content from one of the first phases of the development of our game: concepts.
changedHere for you are some inspirational artworks for DREAMERS' mountain region! They served as an inspiration and reference to our 3D modelers to visualize and create the maps and quests while the developer worked on the prototype of functionalities.
changedIn fact, we first create a hyper-simplified version of our scenes by using simple blocks or extruded lines, to measure the distances and performance of a scene. When we reach a stable and pleasurable result, we start populating the environment with details and NPCs.
While we are still working on the localization of our game into multiple languages, we wanted to show you backstage content from one of the first phases of the development of our game: concepts.
Here for you are some inspirational artworks for DREAMERS' mountain region! They served as an inspiration and reference to our 3D modelers to visualize and create the maps and quests while the developer worked on the prototype of functionalities.
In fact, we first create a hyper-simplified version of our scenes by using simple blocks or extruded lines, to measure the distances and performance of a scene. When we reach a stable and pleasurable result, we start populating the environment with details and NPCs.
This way we can be sure that the levels are consistent in proportions and are never too long or too short to be explored.