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
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…
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…
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…