Drivers of the Apocalypse is a bonkers action driving combat game set in the apocalyptic plains. You play as Artemis, a junior mercenary working for the hottest startup, Thunder Strike Force. Your job is to help your clients overcome their “problems”.
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.
I had created a very simple camera controller for the city hall interior scene. But it was not very usable in other scenes. So I rewrote the code and made it universal and a lot easier to use!
The post Simple camera controller+ appeared first on Echoes of Somewhere.
I upgraded my rather simple footsteps audio system to a fully fledged surface type / character type retrieval setup that I can expand in the editor. The old system had hard coded arrays, but this new one is user editable directly in editor!
The post Footsteps audio refactoring appeared first on Echoes of Somewhere.
In the first big puzzle hub, one of the non-linear storylines takes you to a hamburger restaurant. There will be a big, hamburger related puzzle in there! But this week, we talk about creating the AI assisted location.
The post AI assisted location: Hamburger restaurant appeared first on Echoes of Somewhere.
With Magnific now being able to upscale all the way up to 16x I wanted to try closeup camera angles for the game.
The post Closeup camera angles appeared first on Echoes of Somewhere.
I was working on the Steam Deck compatibility of the game this week and the main pain point was the hotspots. As I was fixing the code, I decided to try to make the hotspots animated!
The post Animated hotspot icons appeared first on Echoes of Somewhere.
I am big into accessibility. It was now finally time to get started on accessibility options for Echoes of Somewhere.
The post Accessibility options appeared first on Echoes of Somewhere.
Happy birthday! Echoes of Somewhere has now been in “active” development for a year. Lets look back on the year!
The post Project 1 year anniversary! appeared first on Echoes of Somewhere.
I have been actively working on the project for one full year now. And to celebrate this milestone, I am releasing a short Echoes Of Somewhere demo of the game for Windows & Mac OS!
The post Echoes Of Somewhere demo release on itch.io appeared first on Echoes of Somewhere.
dAb modelled, textured and rigged a set of 3D versions of 2D characters created for Sanoma Pro Educational books. They are used on AR content on an ABC book called “Ystävien Aapinen”, ”Ystävien Lukukirja” and an English language book series, “Come With Me”, with 3 installations rolled out.
dAb also developed the scripting for the Unity scene-flow and asset bundle loading, user interactions and the Morph-based facial animation workflow from Blender to Unity.
A cool album cover for a Finnish rock album from Olavi Uusivirta. dAb did the layout and rendering and 3D scanned model cleanup for this project. The director of the project was Tero Ahonen.
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.