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A Game Developer’s Journey

Writer: Michael MAGESMichael MAGES


“We exist to create games that will make a significant mark in the medium’s history.” With this statement, let’s get into the world of a Game Developer.


In an interview, Mateusz Majda and Tomasz Borowiecki, Art Lead and FX/Tech Artist from Far From Home shared their experience with the production process for the studio’s next game Forever Skies, the environment they’re trying to create, and the concept behind the game.

Forever Skies is largely influenced because it has consistently ranked various Polish cities among the world’s top ten polluted cities. The game sets the players into the character of a scientist who returns to Earth after a major ecological disaster on the planet. The imagination was beyond anyone to believe. Buildings, constructing, and operating a high-tech airship serve as a mode of transport, shelter, laboratory, and workshop for researching various substances and producing survival equipment is what this game showcases.

Players will forage for food and materials, along with exploring the art of environmental science and the thick toxic dust that covers the Earth’s surface. Players experience a real-world disaster and understand the urge for humanity.


To start with the intro, Far From Home is an independent AA+ company based in Poland and started in 2020 by a group of senior developers who formerly worked primarily for Techland. Three factors drew them into this business:

  • To establish a terrific work atmosphere where people can grow, pursue their dreams, and leave their mark on projects and how the studio is to run.

  • To help gamers. Their job is to listen, observe, and analyze to provide a possible gaming experience.

  • To start a conversation about the Earth’s and humanity’s future. A game can affect change in understanding the mindset of humanity.

It is critical to sustain the spirit of gaming as a game creator by offering accurate thought and direction, which will come up with several challenges and require proper execution.


The Conceptualization

The main goal of this game is to show that humans need nature more than nature needs humans. This fundamental concept guides the project’s aesthetics & lets players engage themselves in a deserted static world devoid of any detectable human presence. It took the game in a new direction, with new residents capable of thriving in environments where humans could not. In particular cases, the color scheme sends specific sensations to the gamer. The airship, for example, is a haven of safety and tranquility. The game designer surrounded it with solid frames and constructed a sturdy, tight structure around it. Second, because the nostalgic tour of a barren planet once inhabited by people concentrates around places in towers rising above the dust, we wanted to convey a sense of decay and entropy, laced with memories of prior occupants. In a day-and-night cycle, the color above the dust transforms from brilliant, airy violets to warm evening hues tinted with orange, seeking to catch attention and stimulate a trip, driven by melancholy and the freedom to explore.


Challenges designer faced

As designers, they had to face challenges, including how to depict a radically different environment while also telling a story about what had transpired. The game’s design allowed for multiple biomes, which led to information overload and trouble communicating what was around the player.


They also needed to create fascinating ways to depict the new alien environment. That can interact with the players, sometimes assist them or rebuke them in the game. This problem's solution is to

  • Create a zone that includes the gaming flying base.

  • Explore the abandoned post-apocalyptic world above the ground.

  • Last, drop the players in the Alien World.

With this method, the gamer is introduced to a complex world altogether and could experience the art of environmental science. Keep a note that Forever Skies is being developed in Unreal Engine 4 which has soared in popularity since the launch of Xbox One and Playstation 4 in 2013. The demand for Unreal Engine developers and Unreal Engine courses have risen in tandem as well.


The final execution

It requires a sense of responsibility and accountability. The growing community of gamers specifies how the studio works toward solving gamer issues. It is just the beginning of something & hopes it will never end.


The need for game developers is high (and so is the demand for game development courses). Developer publications featured AMA streams, & more advanced methods involving players in this development process.


 
 
 

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