Aug 12 2015

Mysterium 2015 Recap

This year at Mysterium (the annual gathering of Myst fans), we gave a presentation demoing our latest work – most notably, Gehn’s 233rd age. We had a lot of fun, and while the age is not completely finished, we’re really proud of our work so far. You can watch the presentation in its entirety here:

We had a lot of fun working on the demo at Mysterium. We have a tradition of continuing to polish our presentations right up until the minute we go on stage. We’re never satisfied!

Texture work in the hotel room Preparing for the demo

 

The area is definitely still a work in progress – for example, in the demo above we had not yet added the textures for Gehn’s desk. We have since added those in, and you can see them in the screenshots below, rendered in beautiful 4K for your viewing pleasure:

Inside the cage

A linking book

The office

The bedroom

The bedroom

(We’re also aware that there are some weird glitches happening in the water, these are an artifact of the rendering process we used to make the screenshots and won’t be visible in the final game)

We set up the demo for Mysterium-goers to try hands-on, and everyone had a good time.

Mysterium demo

Mysterium demo

...uh...

We think it was a really successful Mysterium, and a great year for the project. Here’s looking forward to 2016! Stay tuned as we put the finishing touches on 233, and begin work on our next area.

 


Aug 7 2015

Watch our Mysterium 2015 presentation, live!

We’re kicking off the Mysterium 2015 convention at 2 PM EDT!

Watch the stream, live from Boston, here.

Edit: That’s a wrap! We’ll post a link to the archived livestream if/when one becomes available. Thanks for watching!


Jul 27 2015

See you in Boston…

As has become tradition, we will be attending and presenting at Mysterium this year! If you’re local to the Boston area, swing by the Burlington Marriott next Friday (August 7th) around 2:00 to see our demo! If not, there will be some form of live-streaming video of the presentation, details of which will be posted beforehand.

See you then!


Jul 8 2015

Bits and Bobs

Gehn’s desk in his 233rd age is supposedly organized just as his father’s desk was, in D’ni. Today, we have the beginnings of a few of the objects featured in that layout.

The inkwell

The vial

The pen

The pipe

 

These were rendered in Unreal, but they are currently using stand-in materials and textures.


Jun 17 2015

Power-up

Work on 233 is progressing nicely…

Linking Book Pedestal

A Closer View


Jun 3 2015

Marvelous Maglev

Just a small update today, with an object some of you may recognize. This is a high-poly model, where an artist goes all-out to produce the most detailed, accurate, beautiful model of an object as they possibly can, without any regard for poly count or performance.

The Maglev

While we’re pretty confident that our engine could handle a model like this in realtime, the next step will be to create the low-poly model, which judiciously reduces our polygon count without sacrificing accuracy and detail.


May 13 2015

Starry Expanse in the News

Earlier this week, the gaming news website PCGamesN published an article about the Starry Expanse Project, featuring an interview with us! If you’re interested in getting to know the team and our project’s history, it’s a great read. Check it out!


Apr 14 2015

Forest for the Trees

The process of recreating a game like Riven requires a lot of guess-and-check work. Matt, one of our artists, has been gradually figuring out the exact placement of each tree in the Jungle Island jungle, and the precise shape that the pathway follows. This is a constant struggle for us – the placement and shape of every object is triangulated using the original game renders (and other various resources). We use temporary “blocking” geometry, in order to lay everything out in position, before final assets are modeled.

Here’s a quick shot of an area in the Jungle that’s being “camera matched” currently:Jungle blocking

 

We’ve shared a few of these images in the past, but the jungle is a seemingly never-ending area! Once the positions of the trees and other jungle objects are locked down and double-checked, another artist will start adding detail and bringing the place to life.


Mar 26 2015

Je m’appelle Gehn

We are committed to making our game a multilingual experience. One aspect of that push gathering translations of all text and speeches in Riven, and as we have mentioned before, we have partnered with OHB in order to do just that. If you’re interested in helping translate Riven, check out the project page over at GULP.

Another aspect, however, is the actual implementation of those other languages. We’ve shown you guys the custom fonts being built by Vincent, our in-house typographer, before (Atrus, and some of Gehn), but today we’d like to share his efforts towards multilingual support.

The main problem, of course, would be accents and other characters that were not present in the original game. In order to create these, Vincent printed out a sheet of text using our Gehn font, and then drew in the accents by hand. These were then scanned back in, and used as the basis for what is now in the font.

Áççêñtß

Accents in the Gehn font

 

This is the first of our fonts to receive this treatment, but the Atrus font will eventually have all of these characters as well.


Mar 19 2015

Reviewing for Finals

We’ve  been showing off the Jungle island schoolhouse a lot recently, because its one of our fastest-progressing assets. The work in here is now entering the “review” phase, meaning that it’s pretty much all done – just needs a few tweaks here and there. We’re pretty confident that what you see here will be at least pretty close to what the final area will look like. Check it out!

(Beware, these files are pretty high-resolution)