
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…

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…

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…
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…
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…
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…
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 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…
A year ago, we here at Illogika studios started work on our first original title, Subaeria, a story-driven Procedural Death Labyrinth set in a colorful dystopia. We’ve been building the…