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Earth Atlantis dev details the game's long road to completion, which started 12 years ago

by rawmeatcowboy
04 May 2017
GN Version 5.0

Coming from a GameSauce interview with Anucha Aribarg of Pixel Perfex, the lead designer for Earth Atlantis.

“I did some random sketches of a futuristic submarine and mechanic sea-monsters in 2003. A few years later, I had an idea about a retro shooting game with a sketching art style. At that time, I thought I could hand-draw everything but after I did some animation tests, I found that it was impossible to make a game that way. The project was abandoned. Many years later, I tried to revive the project with pre-rendered CG graphics. The look was perfect but the graphic data was too big especially for a mobile game. The project put was on-hold again.

Two years ago, when I started playing with Unity, I found that I might be able to make it happen with low-poly 3D models and a drawing-style shader. My team spent months working on many prototypes and a custom shader. Now, we are entering the final phase of the production. It was a very long journey!”

[Link]
 
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