All posts tagged with "when shots we take in-engine look better than our fake promotional renders we know we’re doing something right"

No Rock Is An Island

(– Unless, of course, it is.)

Let’s talk about rocks. And let’s start with a screenshot from in-engine:

Have a happy little mine. (Note that we're still working on implementing happy little mining accidents.)

It’s a happy little mine. (Note: we’re working on implementing happy little mining accidents.)

I hope we’re all familiar by now with how excited about the mundane I can get, see: loading bays, trees, etc. Rocks are totally mundane. But getting the mundane things just right is super important because it ties everything else together. High-poly fancy fantastic amazing show-off hero models & apocalyptic effects and animations are impressive, sure, but they need to exist within an artistic context that supports the claims they make and gives them meaning which resonates beyond their superficial visuals. Rocks tie the landscape together; The landscape is the stage on which the dramas of Clockwork Empires take place. Together they tie the whole game together.

{ read this article }

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