FeralCatDen
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« on: August 24, 2014, 09:25:08 AM » |
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GenesisNoirGame.com---- Original Post from August 24, 2014 ---- Genesis Noir is set before, during, and after The Big Bang. To save a life you must stop the expansion of the universe. Explore worlds Leave a mark Fall in love Answer important telephone calls! A love triangle gone askew as cosmic beings quarrel in the dark nether of pre-creation. Confrontation and a shot fired. A Big Bang. The birth of the universe, an expanding force of destruction, the Earth a fragment of shrapnel hurtling towards the fragile heart of a god.
Is there a way to stop the expansion and save her?
Taking influence from classic film noir and literary short fiction, the story will unfold in a nonlinear fashion. New vignettes are opened in a hub environment where the user can investigate in any order to uncover the story at their own pace.
Interaction is simple, playful, and exploratory. Birth a star with a click. Manipulate gravitational fields with a swipe. Guide particles as they swirl among cosmic forces.
The core elements are traditional point and click character controls, playful environmental interactions, and event-specific gameplay vignettes. We’re aiming for a feeling of exploration and discovery rather than intensive puzzle-solving or dialog trees.
To capture a motion graphics / graphic novel inspired aesthetic, we are merging 2D and 3D assets with the Unity engine. With several projects under our belts, it makes a strong foundation to quickly test out ideas and incorporates assets from Cinema 4D, Flash, and Photoshop.
2D animation is done in Flash and each frame is exported as an SVG and combined into a single mesh object using a custom tool. About Us: Jeremy Abel is a creative-type living in Brooklyn, NYC. He’s fascinated by technology, new science, the future, all types of fun, and the intersection of any and all of these things. Evan Anthony is freelance designer / animator in NYC working on projects ranging from product design, interactive installations, character animation, motion graphics, and 3d printing. We both attended RIT’s New Media Design program and are currently working at various places in NYC. We’ve made one game together already, a 16-bit RPG starring our friends. Project Timeline: We’re aiming to build out a full level or two and create a pitch video in our off time over the next year, which we will take to publishers, Kickstarter, or generate enough interest to self fund.
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« Last Edit: February 26, 2017, 07:31:25 AM by FeralCatDen »
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jctwood
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« Reply #1 on: August 24, 2014, 09:55:18 AM » |
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This is too beautiful, and after Lauren Bacall's recent passing it is wonderful to see a homage to such a golden age of film. My absolute favourite game of all time is Windosill, so this is going to be incredible!
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Jasmine
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« Reply #2 on: August 24, 2014, 11:56:29 AM » |
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Yeah. This game is breathtaking on so many levels! I wish you all luck and will be following this thread, for sure!
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dancing_dead
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« Reply #3 on: August 24, 2014, 12:53:45 PM » |
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yeah, this looks very nice and definitely has its own thing going for it. looking forward to seeing this grow!
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doppio
TIGBaby
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« Reply #4 on: August 24, 2014, 05:00:02 PM » |
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This looks incredible.. cannot wait to see more!
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Timo Vihola
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« Reply #5 on: August 24, 2014, 05:12:34 PM » |
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Those GIF animations with key and paper are awesome.
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bushn
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« Reply #7 on: August 24, 2014, 08:24:16 PM » |
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Wow, looks amazing. Cosmicomics is fantastic. Can't imagine this will be easy but best of luck.
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danielgoffin
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« Reply #8 on: August 25, 2014, 01:21:50 AM » |
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This looks very exciting. Glad I heard about it on twitter via Vectorpark.
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TautNerve
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« Reply #9 on: August 25, 2014, 03:55:03 AM » |
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Brilliant on so many levels. Good luck!
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CasePortman
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« Reply #10 on: August 25, 2014, 05:16:58 AM » |
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Woah, those animations are smooth as hell!
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tpkth
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« Reply #11 on: August 25, 2014, 06:50:49 AM » |
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Stunning! And the art is so perfectly in line with the storyline... Bravo!
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FeralCatDen
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« Reply #12 on: August 25, 2014, 07:40:12 AM » |
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Awww, thanks so much for the love, folks!! I'll be posting some stuff about some interesting technical stuff we're doing soon :D
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oleomingus
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« Reply #13 on: August 25, 2014, 08:28:42 AM » |
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Found a mention of the game on WarpDoor. This looks incredible ! The art and the animations are really beautiful, especially the sudden transformations. And I was delighted to find Italo Calvino's Cosmicomics as an influence !
Good luck with further development. Really looking forward to updates.
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AxBattler
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« Reply #14 on: August 25, 2014, 08:45:14 AM » |
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Great art style! It's definitely something I'll want to play
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MAVW
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« Reply #15 on: August 25, 2014, 04:17:15 PM » |
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oh boy, incredible art style #HYPE
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FeralCatDen
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« Reply #16 on: August 30, 2014, 11:32:44 AM » |
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cheers to the left! cheers to the right! Thanks everybody! So, I think I'll do a quick technical post here, about how we're integrating hand-animated 2D with regular 3D within Unity! Our current workflow for this is animating in Flash -> SVG Export -> Combine to OBJ. What this means is: each frame of flash animation is exported as an individual SVG file. We then have a custom tool which combines the pile of SVGs into a single OBJ file, one mesh per SVG. In Unity this gives us one GameObject + MeshRenderer per frame, allowing us to step through the list of objects and toggle each MeshRenderer at a given framerate. The core benefit here is allowing Evan, the Art Director and Animator, the comfort of using Flash for 2D animation, while still allowing us the freedom of a fully 3D engine. 2D animation allows us to do a lot of stuff we couldn't easily do with 3D, and it also allows Evan to work pretty efficiently and quickly. What About Sprite Sheets?We'll certainly be using those too, for small things. However, for large, screen-filling animations (like the window slit face), we would need huge 1920x1080-per-frame sprite sheets, or even just individual images, the filesize of which would just be gigantic! Also, we'd lose crispness if the images needed to be scaled up. Keeping the frames as vector data allows the animation to be infinitely resized. The head animation is 7.3mb, with about 70 frames or so. It's still pretty large, so we're trying to think of ways to better compress the data. If anybody has any suggestions, we'd love to hear them! If you want to try it out, we're using Thomas Byrne's SVG exporter, and our SVG -> OBJ tool is on github.- Jeremy
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« Last Edit: August 30, 2014, 01:39:06 PM by Jeremy & Evan »
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ephoete
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« Reply #17 on: September 01, 2014, 11:57:53 AM » |
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This is breathtaking. So original, and honestly the best presentation I've seen for a while here. Definitely looking forward to knowing more about it!
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Dr. LudoS
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« Reply #18 on: September 01, 2014, 12:11:52 PM » |
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This game looks so gorgeous, I'm eager to play it! Thanks for sharing your graphic pipeline too, it's always interesting to see how people are managing that part. And I'm glad to see a bit of retro "vector" love in this world full of retro pixels
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FeralCatDen
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« Reply #19 on: February 26, 2017, 07:31:02 AM » |
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