Dinosaurs Are Better

Game & Film Production House

Tag: Character Design

  • Echoes of Somewhere

    Echoes of Somewhere

    Game trailer. Environments and characters created with the help of AI, or completely with AI.

    In the dystopian world of 2045, where artificial intelligence reigns supreme, humanity finds itself relegated to the status of unwanted pets. A strict law prohibits any form of work for humans, reserving all tasks for machines. Engaging in work-like activities leads to a compulsory “holiday” from which no one returns.

    Foot-rub syndicates and knitting cartels reign supreme as humans faced with this oppressive reality are compelled to turn to organized crime, operating clandestinely in the shadows.

    You assume the role of an average citizen determined to unravel the mystery of the disappearing water. Intrinsically, the fate of humanity, or at the very least, your neighborhood, hangs in the balance.

    Echoes of Somewhere is an experimental 2.5D point-and-click adventure game crafted by a team of industry veterans during their free time. This project is heavily reliant on AI-generated content, making it an experiment in its own right. We will be chronicling the project’s development progress in the dev blog, for better or for worse.

    The game offers 1-4 hours of classic point-and-click gameplay.

    Download the game demo:

    Speech about the game project at Games Now!:

    Latest posts from the blog:

    • 2D characters for Pikku Kakkonen

      2D characters for Pikku Kakkonen

      dAb was commissioned to design and create modernised versions of the classic characters in the Pikku Kakkonen children’s programming logo.

      In addition to the modernised logo characters, dAb designed the 2D version of one beloved puppet character.

      Extensive research was done on the different visual styles and technical solutions for different children’s TV programming. 2 versions of each character rig was created, one for realtime applications in Unity, and one for pre-rendered animations in After Effects. They used the same sprite sheets created in Affinity Designer and the animator controls in both environments were the same. In Unity the tools were built with C# and in After Effects using AE Expressions.

      Short clip displaying the simple mount rig controls in Unity 3D

      The work was a continuation of Rovio’s Angry Birds rig, completing the “just a head” rig for the birds with full body controls.