#We’re Off To #E32018!
This week has been a blur of activity as our team has been focussed on getting ready for E3. We’ve been working on getting a vast amount of new assets into the latest build of Terrorarium, polishing that build as much as we can; and creating brand-new gameplay videos to showcase all of the work we have done in the last few weeks. E3 is an extraordinary chance to bring our game to potential new colleagues and collaborators, and we want to make sure we are taking full advantage of that.
In the last week or so, the way Terrorarium looks in its latest form has leapt ahead dramatically. As we were refining the puzzles and physics and controls in the game, we were still using a grey-box environment and some placeholder art to stand in for the characters. These let us focus on what needed our attention the most: making sure the game was as fun to play as possible.
Meanwhile, our artists and animators were hard at work on the look and feel of the game. They crafted custom art assets for the level, from ground texture to unique space plants. The character designs for the Gardener, the Moogu and our terrible plant monsters were refined. Concept art became 3d character models.
Last week, we put everything we’d been working on back together. Instead of the placeholder characters, our fully rendered character models took their place. Instead of little mushroom icons, our fearless, fungal heroes ran and splattered and bred and died in their fully realized forms. There were particle effects and splatters, fire and smoke, destructible environments and towering beasts.
And suddenly it looked amazing.
We can’t share all of the fruits of our labour with you just yet; we’ll have a ton to report once we’re all back from E3. But right now, at this moment, we are all so proud of what we have built and are building. What we have to show you next is the best iteration of Terrorarium yet, and we can’t wait for you to experience it all. See you in a few days when we’re back rom LA, everyone!