September 14, 2017
The Organic Team's side of things has been relatively quiet. We had a huge influx of team members and this gave us the ability to get done the vast majority of all of our assets in a fairly short amount of time. All of the animals in the game have been modeled. Since then, many team members have branched out to help other teams finish priority tasks and get ahead of the curve.
September 8, 2017
Concept has been busy on a lot of things, some really special things. Much of it must remain under wraps but what we can share is still really cool. We have been working on a few illustrations that can be used to show the kinds of things you can do in the game, such as exploring and hunting. A lot of these will be appearing soon.
August 31, 2017
This week we come back to our humble writing team. My name is Andrew Dean, and I am the Lead Writer here at Razor Edge Games.
August 17, 2017
Howdy, folks! The Texture Team has been working hard to get assets ready for our character creator and introductory game scenes. We look forward to providing players with massive amounts of character customizability including skin tones, eye colors, hair styles/colors, and HUGE amounts of clothing ranging from piecemeal post-apoc wear, to full on futuristic, highly tailored outfits! Here's a sneak peek of some of what we've been working on!
August 10, 2017
The Animation team has been focusing on creating animations that will be used during the combat sequences. There will be many different weapons that can be used. For example, here are some attack animations with a spiked club.
August 4, 2017
Continuing to carve out the sonic identities of the different factions, music has two excerpts of some tracks we’re working on to share! One of our newer composers Andrea Bellucci has done some work on the Freedom Fighters recently, and this is a great opportunity to show off what he’s done!
July 27, 2017
A sound effect, once made, doesn’t just fall into the movie where it’s found or the game engine where it’s heard. It has to be implemented. The BANG of a rifle must come from the barrel, the nature of the echo must match the environment. This is where individuals who specialize on the placement of sound come into play. Here on the SFX team over the last month, we have been working with our coding team to develop the tools needed to effectively implement our sounds into Unity. One of our engineer’s Shawn Carpenter, took the liberty to display some of this for you all!
July 20, 2017
The Hard Surface team has seen a major evolution since the previous Dev Journal. With new additions to our team, the entire Modular team was also re-merged back with Hard Surface to form a cohesive whole once more. With this merger, we have revamped focus on modular designs for all Hard Surface departments to ensure variety and flexibility with assets.
July 13, 2017
In the last Dev Journal, we took a look at how we finalized our methods of approaching the clothing system through blend shapes, dividing the body into segments, and 3rd party cloth simulation. Since then, the team has been very busy refining the mechanics of the clothing system and expanding the catalog of clothes and armor in the game.
July 6, 2017
Level Design has been working on creating a large variety of outdoor levels and level wraps in the last month. These locations involve several different region settings in the continental U.S. and we are very excited about the diverse experiences we have created. The wraps will surround the levels to create a much more immersive environment with dynamic terrains.