Pine DevBlog #1 - Conferences and Collectives

13-10-2016 Posted in Development Blogs

Starting today (although in the upcoming weeks this will be on friday), we’re gonna do more tightly scheduled blogs: this is the first entry in our weekly development blogs!

We’ll share updates on the production, programming, design and art alike, hopefully giving you more insight in what is happening.

To kick things off, a little update on our current affairs; we’ve been working our butts off on the Mountain Demo and are making sure you can play and enjoy it at home. Prepare for a fresh breath of air through Pine’s combat and a tighter look and feel.

In the past few months we have rewritten literally all code. With the arrival of our newest addition to the team, Martin, we felt it was a good time to readdress all of our systems, to make them more generalized and more future-proof. We really do have super solid structure now, but more on that later.

We’ve been taking the Mountain demo out on some conferences lately, which was fairly succesful! A lot of new ideas popped up, so both Indigo and Firstlook Festival were two great experiences and great testing rounds for the demo.





We were even called game of the show by one of the reporters of a leading Dutch game tv programme!

Lastly, of course, we announced this week that we are going live on the Square Enix Collective in a few days! Very exciting!



To set the tone for upcoming blogs, we want to always share some art, because we always make some new art. So have some of the latest, still warm, just out of the oven; a closer look at our newest species, the Alpafant, and a nice new rock pillar for in the cave level of the demo!


*W.I.P. model and animation


*W.I.P. model and animation


*W.I.P. model and animation



Until next time!