Last month, our art team worked hard on two primary tasks: creating assets for the greybox scenes we presented last year at Mysterium, and camera-matching new ones. Here’s a sneak peek at some examples that have been shared by various members of the team. Remember, all of this work is still ‘in progress’ — and we welcome any comments or questions you may have!
Some objects you may recognise from Gehn’s lab on Boiler Island. These were created by the latest addition to our art team, Francois Hurtubise!
Shots from the current “camera-match” of Temple Island’s SuperDome™
Camera-matching the exterior of the dome. The red and green wireframes shows the work our artists are doing on top of the original Riven images.
Camera-matching the interior of the dome. Note the yellow wireframes.
As you can see, there’s lots of important work being done! And it highlights the benefits of the new pipeline we instituted last year — we have different areas in various stages of development, so we can move forward with camera-matching new areas while our artists start filling in more detailed assets in previously-matched ones. Looking forward to sharing more soon!
Happy new year, Riven fans!
What a year we had! We welcomed seven new immensely talented people to the team, we were able to ‘greybox’ several large areas of the game which we proudly presented at Mysterium in Salt Lake City, and we even started exploring areas of development that we’ve not attempted previously — like motion capture solutions for our character animation.
We’re all aware that this update has been a long time coming, and we apologize for the radio silence since August — we’ve all just been so busy! To make it up to you, here is our new year’s resolution: We will be providing at least one update per month for the duration of 2017. We’ll keep you informed — and we trust you’ll hold us to it! And a special thanks to all those fans who reached out to us during this time to ask about the project; your support means a lot to us.
2017 is going to be a fantastic year for the Starry Expanse project. We can’t wait to continue sharing this journey with you.
Welcome to our new team members:
Chris Mumford – Developer
Ignatius Reillius – 3D Artist
Kyle Hovey – System Administrator
Leonard Schölch – 3D Artist
Liam Smyth – 3D Artist
Matt Laskowski – 3D Artist
Ryan Jung – System Administrator
UPDATE: Watch the recording of the presentation here!
Today’s the big day! Follow Mysterium along with us at https://www.twitch.tv/mysteriumcon — presentation will start at 3:30 Mountain Daylight Time.
We have a really incredible team here at the Starry Expanse Project. Our artists are talented, our developers dedicated. Even the guy who runs the blog is alright!
What’s more, we’re always looking to expand our wonderful team. If you’re interested in joining up with us, there are definitely areas where we could use the help. Particularly:
- Developers, particularly those with Unreal Engine experience
- 3D Artists, particularly those interested in our camera matching process.
If you fit one of those descriptions, or if you have some other talent that you think would benefit our project, please please please do not hesitate to get in touch with us! It’s also worth noting that if you’ve previously applied to join, don’t be afraid to say hello again. We’re much better equipped now to handle a large team than we were in the past.
So come one, come all! We can’t wait to meet you.
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!
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!
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.
This is the first of our fonts to receive this treatment, but the Atrus font will eventually have all of these characters as well.
Well hello there! You may be coming to us from Twitter* — our site’s a bit of a mess right now (sorry about that!), but we may as well use this opportunity to point you in the right direction:
Have at it! You can also follow us on Twitter and Facebook.
* A big thank you to Rian Johnson!
If you’re interested in Myst, Riven, and good games in general, then you probably should go and check out Cyan’s new game, Obduction! They’re currently raising funds for it over on Kickstarter, and it looks like it contains everything we loved about Riven, and more! Please consider tossing them a few bucks!
UPDATE: The Kickstarter was a success!! Thank you, everyone!