Indivisible | Linux/Windows/Mac/Xbox One/Switch/PS4 | Out Now

Black Cac

neg me if you love white women
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Jesus Loves you...Your Cat doesn't. {#Dogset}
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Always loved the Art style of Skull Girls but could never bring myself to fukk with it since I've stopped playing Fighting games seriously.
Can't wait for this to drop.
 
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Hey backers!

Since settling into our new office we've had our noses to the grindstone. Just yesterday we submitted our first development milestone to 505 Games!


The first six months of Indivisible’s development is pre-production, where we lay the groundwork for the rest of the project. While this is heavily focused on concepting, we’re also producing new animations and gameplay, working on the engine, and other things we need to do to hit the ground running when we transition to full production in September.

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A big part of this “pre-pro” phase is about zeroing in on how we want the final product to look and feel. Concepting in this phase is vital for the artists, and is especially true for environments. Concepts help set the tone for development of a given area or level.

Naturally, that means cool environment concept artwork, so we wanted to show you some of it! Bear in mind that these aren't final and are subject to change.

Here are some rough concepts of the area surrounding Ajna’s village, which is an open forest that has overtaken some ancient ruins.

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These are color thumbnail illustrations, exploring what the mood and tone of the environment might be.
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Here are a few early concepts for buildings in and around Ajna’s town.
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While nice, we decided they were too realistic for what we want out of Indivisible’s world and art.

Since then, we’ve decided to take a 70/30 approach with the art - 70% fantasy, 30% real-world inspiration. So in this case, we’re using real-world materials and styling as inspiration, but playing with the housing shapes to play up the fantasy elements.

Resulting in these designs, which are a bit more varied and fun.
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We’ve also got this nice environment detail illustration of a goddess statue:
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Here’s a concept piece exploring what an indoor environment might look like:
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If you've been tuning in to our dev streams on the Lab Zero twitch channel, you may have caught our Lead Environment Artist Eric Kozlowsky doing some modeling work, sculpting some handsome bricks.

Here are the fruits of Eric’s brick-modeling labor so far:
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The above screen represents a target diorama, which we hope will set the look for the rest of the in-game art to come. Though it's untextured, the basic shapes and feel of the area is already apparent. Before we start building the modular pieces needed to build the levels in production, each environment will receive a similar 3D diorama treatment.

Follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!
 
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Hi, Backers!

Franimal here, Indivisible’s producer, to give everyone a production update.

It’s been a while since our last update - between tool development, pipeline adjustments, and heavy concepting, it’s been a hectic couple of months.

Over the past 6 months Lab Zero has been in pre-production, working on a lot of concepts for the environments and characters in the game, as well as setting up as much of the tech and gameplay foundation as we can before building out the game.

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Although during our pre-production phase we’ve been concepting new monsters, bosses and Incarnations to introduce into the game, we’ve also been working on a number of execution tasks, such as finalizing Ajna’s moveset. Balancing those two aspects of development, concepting and execution, proved to be less efficient than we’d hoped and there’s still work to be done before we can move into full production.

As such, we’ve decided to extend our pre-production phase until the end of the year in order to give the team more time to complete all of our pre-production goals. This includes things like refining the character designs, concepting moves for all the characters and monsters, implementing new tech to streamline level building, and refining the story.

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In particular, we’ve been making great strides on the environment art, and I think you’ll agree that we’ve made a lot of progress in getting a more “2D” look to match the character art.

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It’ll be just a little longer before we can shower you with new monster and character animations, but this new approach will make everything that much faster and better when the pre-production phase ends and full production begins.

Until then, we’ll continue to release new concept art and production updates like we have been so far, so look forward to those.

Follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!
 
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Skullgirls Dev Collaborating with Trigger for Indivisible Opening Animation


Skullgirls Dev Collaborating with Trigger for Indivisible Opening Animation
Kill la Kill and Little Witch Academia animation company will help out on Indivisible.

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By Mike Williams

12/06/2016

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Publisher 505 Games and developer Lab Zero have announced that animation production company Titmouse and animation studio Trigger will be collaborating to create the opening animation for Lab Zero's upcoming game, Indivisible. Indivisible is a 2D action RPG created by the studio behind Skullgirls, funded through IndieGogo in December of 2015.


Titmouse will be doing the storyboarding for Indivisible's opening animation, while Trigger will be doing the animation itself. Production on the animation is scheduled to being in the second quarter of 2017.

Titmouse is the American production company behind shows like Metalocalypse, Superjail!, Venture Bros., Motor City, and Son of Zorn. Trigger is the Japanese studio behind Little Witch Academia, Kill la Kill, and Kiznaiver. Trigger was founded by former Gainax employees Hiroyuki Imaishi and Masahiko Ohtsuka

In honor of the announcement, Lab Zero Games is creating a free dynamic Indivisible theme for PlayStation 4, which will include a brand new song by game composer Hiroki Kikuta. Kikuta has previously composed works for Secret of Mana, Seiken Densetsu 3, Soul Calibur V, Atelier Escha & Logy, and Rise of Mana. The dynamic theme was created by the folks over at Truant Pixel.
 
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