The final sprint in March is BIG BANG! This sprint features quite a bit of work from our writers, as they begin to shape Sunless Skies with names and descriptions of sky-beasts and different vessel classifications. You may have heard us mention bees before as well, which Paul has brought to life. Tech have also […]
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Sunless Skies Pre-Production: Looking to the Skies
January 5, 2017 · Pre-Production Sunless Skies
When we started making Sunless Sea back in 2014, art direction as a discipline was something I was only vaguely aware of. I had ideas about how I wanted the game to look – basically dark and vaguely teal-coloured – so I drew a lot of pictures and looked at a lot more, and the […]
Sunless Skies Pre-Production: Charting the Sunless Skies
December 8, 2016 · Pre-Production Sunless Skies
Sunless Skies is set among the stars, in the vast, glorious night of the High Wilderness. As with all our work, we want it to feel deep, dark, and marvellous – so we set to work identifying the things that made it different from a traditional ‘space’ setting, and the things we wanted to keep the […]
Sunless Skies Pre-Production: Talkin’ Bout Proc Generation
November 24, 2016 · Pre-Production Sunless Sea Sunless Skies
When we started working on Sunless Sea, there weren’t many games that attempted to blend exploration of a randomised playspace with interactive storytelling. In the process of making that game, we learned a lot about the sort of experiences we wanted to create, and also a few that we would perhaps want to avoid in […]