Today in devlog #2 we will continue talking about art, but in this case in another of its variants: 3D art.
On this occasion we introduce you to Yeray Cardoso, one of the 3D artist of Praenaris. Yeray's main job is to bring to three dimensions props, buildings and other elements previously created in 2D by our Concept Art team.
Among his tasks are:
3D Modeling: Yeray creates the 3D art from the Concept Art team's designs, starting from a preconceived aesthetic line. He is in charge of making the whole monolithic architecture a reality, from the simplest to the most complex props, starting from a scale previously defined by the design team.
3D Texturing: Once these 3D models are built, it is in charge of bringing them to life. Texturing is an essential part as it allows us through the different texture maps to give color, lighting and final details to the huge scenarios of The Silent Swan
Prop optimization: Once the 3D Model is finished with its corresponding textures, Yeray is in charge of adapting the model in the lightest way, so that it can be loaded into the game as fast as possible in all platforms.
Engine Integration: Another of Yeray's main tasks is the integration of the models and their textures in the Unity graphic engine, to place all the graphic elements in the game scene itself which we can interact and admire along our journey.
Besides knowing Yeray, in this post we leave you some of his most recent works and his Models so you can enjoy our art and the love we are putting in each section of The Silent Swan.
Today in devlog #1 we start talking about the pillars of videogames: Art.
On this occasion we introduce you to Andoni Eizaguirre, the Lead Concept Artist of Praenaris. Andoni's main job is to supervise the art and general aesthetics of the project. From its idea, through its conception to giving the baton to the 3D art team.
Among his main tasks are:
Designing concept art: From the moment the first idea is born, it has to be shaped! Andoni is in charge of turning ideas into something tangible, and landing them on the ground. These first images define the manual that all the other artists will follow so that the world of "The Silent Swan" makes sense and is consistent in all its aspects.
Creating silhouettes or sketches: Starting with small thumbnails, with just a few lines and some color, Andoni populates the world of life and begins to shape it. Sketching environments of the videogame, will be the beginning of a great journey that lasts throughout the entire development.
Illustration of a monolithic world: Although the sketches and the approach of the world are important, it is even more important to leave everything finished. For this, Andoni immerses himself in hours and hours of drawing and illustration, working on every detail, creating keyarts, which will serve as definitive images of the complete world.
Creation of the 3D pillars: The world is discovered as we walk on it, and for that, there is always a beginning. Just as the earth was once a burning rock, in video games, everything begins with a cube. Andoni lays the foundations of the monolithic world of The Silent Swan by creating the first "block" structures so that later the modelers, teturizers and animators can get to work in that world and on that map already created.
Supervising the line: Like all products, video games also need a general supervision of all aspects. Andoni is in charge of carrying out this task within the team, checking that the artistic styles used are correct, that the scales are right, that the colors fit and have a concordance within that atmosphere. He is also in charge of creating all the showcases of the different digital stores, where he works side by side with all the departments so that The Silent Swan stands out among the tide of videogames that we can find.
Besides meeting Andoni, in this post we leave you some of his most recent works and processes so you can enjoy our development and the great enthusiasm and love that we are putting in each section.
On the occasion of the new year we are going to start a very interesting devlog to know and get into the world of The Silent Swan and meet the whole Praeneris team.
Dive into the development of The Silent Swan and don't miss the latest news, updates and news about our next game that will be released very soon.
We will be live streaming a gameplay of our The Silent Swan demo to celebrate the Steam Next Fest. Join us starting today at 8 PM (UTC) to watch us play and ask any questions directly to the developers.
See you Beyond the Walls!
The Silent Update: 0.8.5
We continue to work hard to improve the game.
As such, here is the next batch of changes and corrections. This is the changelog:
Fixed
Music reset its volume after looping
Start music volume is too low
Some minor fixes
Improved
Optimized some props in the main road and Hanan
Upgraded some Hanan wires for better comprehension
Changed
Moved hanan's electric cabin to avoid being overlooked
That is all for now, we keep working, see you Beyond the Walls!
The Silent Update: 0.8.4
We are ecstatic about the incredible amount of feedback we have been receiving lately, and we would like to thank you all for it.
As promised, we continue to work hard to improve the game.
As such, here is the first batch of changes and corrections. This is the changelog:
Fixed
Quicycles cannot be interacted with
Tree and vegetation popping too obvious
Hanan elevator has no sound
In road parkour it is not possible to go back up easily due to collision errors
Neuron Box door cannot be opened (partial fix, still researching for bugs)
Some postprocessing not working as intended
Transition fading with Selene sometimes do not trigger when it should
Some minor fixes here and there
Improved
Player now jumps slightly higher
Changed
Gamepad control for jump rebinded from A (XBOX) / X (PS) to B (XBOX) / O (PS)
That is all for now, we keep working, see you Beyond the Walls!
The Silent Swan will be at Steam Next Fest 2022
The Silent Swan demo will be available at the Steam Next Fest. The videogame is a first-person adventure game, which takes place in a huge urban open world, in which every building can be walked. An architectural scenario full of mystery, built from a single block to achieve a monolithic appearance, which will immerse the player in a poetic story, with traits of legend.
This game is now available to be added in the Steam and PlayStation whislists. In addition, a demo will be available for play at Steam Next Fest. Also, players will be able to unveil this narrative, solving its puzzles and learn the stories behind its characters, these features promise to create an unforgettable experience.
Featured content:
Travel through stunning desolate scenarios - Vast cities and structures that rise through the mists and scrape the skies of never before seen landscapes.
Intriguing narrative - Chase the mysterious paper swans that hold the secrets of the Land Beyond the Walls and the life of our protagonist.
Open world narrative twist - Observe your surroundings and let the environment guide you through a vast and fully walkable terrain, where you'll have letters and narrative threads to track through exploration.
Multiple endings - Make choices that will determine the conclusion of your story, also the story of the characters you encounter along the way.