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TIGSource ForumsCommunityDevLogsScarf: Walking with Souls
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Author Topic: Scarf: Walking with Souls  (Read 23691 times)
Uprising Studios
« on: November 29, 2015, 11:48:46 AM »

Hi!!
We are Uprising Studios, a small studio from Spain.
We are working on a game named Scarf: Walking with Souls and we thought of writing a develop!

TRAILER








DESCRIPTION

Scarf: Walking with Souls is a 3D Adventure game, where Hyke must use his polyformic scarf to explore a magical environment, solve mysterious puzzles and overcome difficult platforms.
Hyke’s scarf can be transform into different objects which will help you in your adventure. This objects can be combined to create new shapes expanding Hyke’s possibilities.
Hyke will born in an unknown place, surrounded by other souls. All of them will start a path through the World with the main target to melt with it and become part of the nature.


SCARF

One of the pillars of the game will be the scarf. Without it, Hyke would be powerless. It is through the scarf that Hyke can manage to interact with his sorroundings and overcome the different test.



During your adventure you will find new abilities, such as the Leaf and the Wing.






LEVELS

There are different landscapes in the game. Hyke must explore them in order to remember his past and understand his journey’s origin.
The world of Scarf will be divided in three levels:

Meadow



Desert



Mountains



In every level you’ll have to explore in order to complete you journey. You’ll discover new abilities and must interact with other souls, whom will help you to achieve your target.


CURRENT WORK

We’ve just finished our technical demo. We’ve focused on the Meadow and we’ve implemented two of the abilities you’ll have: double jump and gliding.
In the demo we’ve changed some of the gameplay in order to show what you’ll be able to do with the two abilities we’ve implemented. We also have tried to capture the feelings we want to achieve.
The demo is set in the Meadow..
Hyke will have to discover how to get to the Temple in order to finish the level.

Some concept art of the Meadow:



This are screenshots of the game.






The demo is finished and we're trying to find financing to keep us working properly.


VIDEOS

The beginning
https://www.youtube.com/watch?v=hC6Dw75CyTo

Testing sunset lights and wind:
https://www.youtube.com/watch?v=b7rsLPF_JAY


TEAM

We are currently a team formed by:

Two Programmers
Lead Artist
3d Artist
3d Animator
Composer / sound designer

We are going to keep posting. The different persons of the team will post some of their work and more specific things about the game.


SOCIAL

Twitter: https://twitter.com/UprisingWorks
Facebook: https://www.facebook.com/Uprising-Studios-343545745806180/
Website: http://uprising-studios.com/
Youtube:


We hope you like our work!
And we'll try to write often in the develop!

(updated july 25th)
« Last Edit: September 26, 2016, 12:11:34 AM by Uprising Studios » Logged

Superb Joe
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« Reply #1 on: November 29, 2015, 11:49:50 AM »

strider 2 was so good
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« Reply #2 on: November 29, 2015, 12:13:32 PM »

Looks lovely! Good luck.  Smiley
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Siddhartha Barnhoorn
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Uprising Studios
« Reply #3 on: November 30, 2015, 03:21:50 AM »

Looks lovely! Good luck.  Smiley

Thank you! Glad you liked it!  Smiley
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« Reply #4 on: November 30, 2015, 04:44:02 AM »

Wow very nice, good luck guys!
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Uprising Studios
« Reply #5 on: November 30, 2015, 05:09:40 AM »

Wow very nice, good luck guys!

Thank you! And congrats on your Wanderer success!!
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Eneko Egiluz
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« Reply #6 on: December 03, 2015, 02:39:46 AM »

Hey guys! greetings from Bilbao. Beer!
This game looks amazing, both the art and mechanics. I´m really looking forward to playing it. Hoping to see more soon!
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« Reply #7 on: December 03, 2015, 08:00:49 AM »

very promising! good luck  Wink
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« Reply #8 on: December 03, 2015, 08:47:56 AM »

Concept art looks fantastic -- it makes me want to explore that entire landscape -- and the in-game screenshots already look amazing too.

Eagerly anticipating the demo! I love wandering, so I hope there will be a lot of environment exploration.

Good luck guys!
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« Reply #9 on: December 03, 2015, 09:04:36 AM »

Ey, yo os vi en la Madrid Games Week. Ánimos.
A ver qué tal avanza la cosa (:

SPAM TIME: echadle un ojo a nuestro devlog. Está en la firma Grin

¡Saludos!
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Check the devlog for MONSTER PROM
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« Reply #10 on: December 03, 2015, 03:36:53 PM »

Love the look and art style!
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« Reply #11 on: December 03, 2015, 03:41:03 PM »

I really love the concept art for this game, and the progress made in engine looks really good. I am looking forward to seeing more of this work in the near future!
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3D Artist.
Uprising Studios
« Reply #12 on: December 04, 2015, 01:54:20 AM »


Thank you all for your kind words, make us want to keep up with the hard work!

We hope to have more material to post soon, maybe we'll do a retrospective in order to show you how it was and how we've improved it!
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« Reply #13 on: December 04, 2015, 05:13:02 AM »

Hmmm. I like the idea.

Regarding the visuals, I must admit that I prefer the concepts over the 3D aesthetic (full well knowing that these are WIP). There is an expressiveness in these paintings that I think will get lost in the transition to 3D.

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Uprising Studios
« Reply #14 on: December 09, 2015, 07:32:40 AM »

Hmmm. I like the idea.

Regarding the visuals, I must admit that I prefer the concepts over the 3D aesthetic (full well knowing that these are WIP). There is an expressiveness in these paintings that I think will get lost in the transition to 3D.



Well, we're glad you like the idea and the concepts.
This topic you bring out it's one of the most important things for us. It is one of our main goals, trying to approximate the aesthetic of the concept to the 3d.
 Smiley
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Uprising Studios
« Reply #15 on: January 13, 2016, 08:26:35 AM »

The Meadow

We want to share the process of the World's design.
As we said in our first post the demo is set in Grassland, in what we call The Meadow.




The meadow’s scene design has been gradually changed and improved. We are talking about an extensive area with big plains and a wide variety of lush, an area were an ancient civilization was settled and from which only some old ruins remain in this world. The biggest challenge we had to face was to embody the pictorial artistic style of the original concept art to the 3D, keeping the expressiveness and colouring that the drawings have.




Starting from the original concept art, we worked on the form of terrain, testing with different compositions with BSP in UE4, always trying to remain true to the map design we worked on previously.






Once we had our skeleton done, we kept working improving this.
The next step was to build the island and define its final design, for which we worked with the 3D artists, testing different level constructions.






At this point, and with the terrain design completely stablished, blocking got started by placing each element from the modeling. As we were not only looking for an eye-catching design, but also to ease some aspects of the gameplay programming, many tests and level variations were done, changing some areas and substituting some elements.




The placed items were not definitive but were very helpful for us to have a rough idea of how the meadow should look and how to obtain that feeling of overwhelming fantastical nature.
The 3D team started working on the details of the scene.
(We'll talk about the 3D modelling with more details about the creation of the walls, architecture, rocks and vegetation in other post!)




Finally, we could end up with an enhanced version of our assets (more define textures, more materials, a more polished nature) and with its execution we have moved very much closer to the final result we are seeking.




We have included many new elements, from new lush green vegetation and architectonical elements, to new floating island or giant roots, trying always to improve the looks.




We are close to end our pre-alpha and, even though it is a small demo, we are working extremely hard for the artistic performance part to be something gorgeous and unique. We still need to add some things to assure that the trip through the meadow is going to be enjoyable, but also impressive, and breathtaking due to its dimensions and details.

Hope you like it!

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« Reply #16 on: January 14, 2016, 07:44:42 AM »

I love the depth it has, very nice atmosphere, definitely my kind of game!
Excelente trabajo, sigan así!  Beer!
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« Reply #17 on: January 14, 2016, 08:10:28 AM »

This has huge potential. I love the colorful concepts Smiley

Do you guys have any idea yet how you'll tackle the scarf's in-game visuals by the way?
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« Reply #18 on: January 14, 2016, 07:25:06 PM »

I love the concept art in this thing! And I'm really impressed how true you stayed with it in the environment art. I hope the scarf keeps the painterly quality like you have with the trees, along with a good sense of motion like it does in the concept art.
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Uprising Studios
« Reply #19 on: January 15, 2016, 09:46:53 AM »

I love the depth it has, very nice atmosphere, definitely my kind of game!
Excelente trabajo, sigan así!  Beer!

Thank you for your kind words!

This has huge potential. I love the colorful concepts Smiley

Do you guys have any idea yet how you'll tackle the scarf's in-game visuals by the way?

I love the concept art in this thing! And I'm really impressed how true you stayed with it in the environment art. I hope the scarf keeps the painterly quality like you have with the trees, along with a good sense of motion like it does in the concept art.

The scarf certeanly is going to be one of the pillars of our game though right now we are not working in that.
The idea of the scarf in game will be to create a mix of clothing and particles to aproximate the visual result to the painterly quality that DifferemtName talk about.
It's actually a huge challenge and when we have that solved we'll post about that.  Smiley Smiley
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