Imagine casting a line off your boat and hooking Godzilla.
Shadow of the Leviathan is a single player adventure game about fishing for giant monsters.
This epic adventure will have players traveling dangerous seas, exploring a lost world, and dragged through perilous encounters against mysterious giants...
This is Nick, producer at Mutant Studios, back with more about our work on Shadow of the Leviathan. We have some big changes coming up, many of which we’ll announce next week, but this week was another Lobster-filled week.
This week, we’ve been hard at work with models, documents, and a lot of logistical considerations.
MAKE IT MORE DISGUSTING!
The process for art in this game is a unique one, especially for the current Leviathan. The Lobster is a tortured and angry soul so it’s visuals and design are equally as tormented. Screws tightened to it’s flesh and shell, armor plates mashed against it with reckless abandon, and exposed injuries from conflict. This thing has to have history.
So when Sarah calls me over to review something, our discussions often revolve around making the poor thing look MORE beat up and disgusting. It’s quite fun. The majesty of the Leviathans is in their scale, but up close they really do need to look intimidating and we want them dripping with detail.
Here’s a sneak peak on what that looks like at the moment. The details will need some texturin’ and Z-Brushin’ so that will be following quickly!
While we work on Shadow, we’re taking a slight detour as we rally our Kickstarter together. We’re excited to announce [REDACTED] - a [REDACTED] adventure about [REDACTED]!
It’s a new approach for us to put out a game like [REDACTED], so we’re excited to see how it goes! We’ll be putting out an official announcements and trailers for [REDACTED] in the coming weeks, so look out for news about [REDACTED] soon!
Special tease of [REDACTED]
We have our assets and tasks planned out, a lot of it is juicin’ our visuals and bringing the look together so we can show off our style!
Lobster Model UV’d and Rigged
Lobster Model Animated in Unity
Environment Block-Out and Storyboard Implementation
Visual Effects all around!
More Shadow of the Leviathan updates will be coming steadily as we work, so follow us on Twitter to get different development updates or subscribe to the Mutant Studios newsletter to get updates there.
We’ve also introduced a Mutant Entertainment Studios DISCORD channel, to keep you (yes you!) in touch with other Mutant players and as another platform for us to share things with you. Check it out.
We’ll also be reaching out for playtesters, general feedback, and doing other fun things on Twitter so be sure to follow us for all of that!
Weekly Update: Slashin’ and Dashin’ Week of April 1, 2019 --- Hey everyone, This is Nick, producer at Mutant Studios, back with more about our work on Shadow of the Leviathan. Now that we’ve gotten our feet wet with an internal demo, we’ve nailed down a lot more about where we want this game to get to. This week involved a few pretty hefty studio discussion days that locked in a couple of exciting things for us, which I’ll talk about in the next section. --- SPINNING A YARN --- Something we wanted to dig into with this game was having more focus on the world and less focus on a lot of having a lot of written content. With games like Questr and Steamulator, we had spreadsheets with hundreds and thousands of unique lines of dialogue and interactions. That isn’t something we want to continue doing necessarily because it’s a bit exhausting and it meant that some of our mechanics relied heavily on jokes landing. We want this to be a world and a narrative that hooks you into it without a lot of dia…
Nick again. Sorry we missed you last week, I was out of town. But I’m back! After a long week in Florida and a lovely wedding, I have returned (just in time for Jeff to be off at GDC, timed that perfectly, ha!). The week away gave me a good opportunity to reflect on some of the ideas we had going forward and breath a little, but it also set me back on how much I wanted to be in constant, direct communication with the team - so I’m jumping right back in. Justin (our gameplay programmer and technical artist) and Sarah (our concept artist and 3D modeler) did a TON of kickass work, so I’m here to show you some of what they worked on and get you hyped for more! I wanna start this week’s post off by sharing a little something Justin worked on. Currently, the monster is a shadow of its future self, so it needs some backbone to really put the fear in ya. It’s not quite done, but check out Justin’s efforts here. We swear he tried his best… https://www.youtu…