In my previous post I explored how I approached level art at a high level. This time, I’ll explain the method that I use to decorate one room in Subaeria….
All roads lead to the next room
Written by Valentine Dessertenne on July 21, 2015
Getting Greenlit in less than a week on Steam Greenlight
Written by Valentine Dessertenne on June 26, 2015
If you’re here to figure out the best strategy to be greenlit, let me squash your hopes before we get started. I don’t fully understand how we got Greenlit. I…
Art direction, and why it’s important
Written by Vincent Turcot on June 3, 2015
In a big production such as Subaeria, a story driven videogame that unfolds in a unique world, you need an art direction that transcends the project visually. The look of…
TCAF Round-up
Written by Valentine Dessertenne on May 19, 2015
While presenting Subaeria at the Toronto Comics and Arts Festival we had the opportunity to meet awesome people and play some truly great games by fellow canadian developers. We’ve created…
Generating content in a procedural labyrinth
Written by Loïc Cayuela on May 12, 2015
In my previous blog post, we had focused on how labyrinths are procedurally generated, and what type of constraints game design bestows upon us. Today, it’s time to look into…
Level Art: Mixing form and function
Written by Loumiskme on May 5, 2015
After a short intro to level art, I wanted to explore more thoroughly the creation of an environment in Subaeria. I’m not an architect -and probably never will be-, but this…
The four playable characters of Subaeria
Written by Valentine Dessertenne on April 14, 2015
In Subaeria, you’ll have a chance to play the game as 4 different characters with their unique agendas, interweaving storylines and multiple endings. They all come from different backgrounds and…
Reconciling Procedural Labyrinth Generation and Narrative
Written by Loïc Cayuela on March 31, 2015
Procedural generation is popular amongst independent developers, and for good reason: It allows the almost infinite generation of new content, and, with the help of well established rules, allows a…
6 people and 1 game at PAX
Written by Valentine Dessertenne on March 23, 2015
After spending about 10 months working on Subaeria, we decided to take the game to PAX to have people try it out. So the 6 of us made the trip…
Level Art 101
Written by Loumiskme on March 23, 2015
Level art is a bit like interior design: We put some colors on the walls, arrange the furniture, and fix up everything so that it looks nice. Concretely, the…