Light Everyone!
Another two members arrived last week at our offices. It’s always great to see the team expand! The new guys are Mikhail, who is one of our exterior concept artists and also Art Director on the project, and Devin – our resident Blueprint Wizard and technical level artist. As we now have the very core of the team almost complete, we’ve decided it’s time to take the guys who have never been to Serbia to a proper local restaurant. If you’ve ever been to Serbia, you know what we are talking about! :)
We had a great time (don’t be fooled by Kristof, in the right lower corner; that’s his happy-face :) ), had “tiny” portions of food, and barely made it back to the office. If you’re ever in Novi Sad, we recommend that you seek out the traditional local dishes. You can’t go wrong there!
Exploring and navigating the World
We’re currently doing a lot of art-tests to create material that will later help the level designers create immersive, atmospheric level sections. Besides exploring the shapes and color of all elements of the game world, we put great emphasis on creating believable and practical light sources that make sense in a world like Aqua. After all we don’t have the luxury of sunlight.
There will be different types of beacons scattered around the world, acting as lighthouses of sorts for the player to find his way. Some will warn of danger, others will draw a path. In addition to light sources, we’re experimenting with debris and silhouette shapes that players can use to orient themselves when traveling in more open waters. Because although we will of course give players the option of a mini-map to help find their way, we want the world to really feel like it’s inhabitants are traveling through it constantly, and have built as many signposts as possible to not get lost in the eternal darkness of the deep sea.
Thanks again from the ever-expanding Aquanox Team!
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