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UNREAL DEV GRANT AWARDED TO CARDBOARD SWORD UNREAL DEV GRANT AWARDED TO CARDBOARD SWORD
UNREAL DEV GRANT AWARDED TO CARDBOARD SWORD
UNREAL DEV GRANT AWARDED TO CARDBOARD SWORD
WE’RE EXHIBITING AT DEVELOP: BRIGHTON WE’RE EXHIBITING AT DEVELOP: BRIGHTON
WE'RE EXHIBITING AT DEVELOP: BRIGHTON
WE'RE EXHIBITING AT DEVELOP: BRIGHTON
NEW CHARACTER MOTION GAMEPLAY TEASER RELEASED
NEW CHARACTER MOTION GAMEPLAY TEASER RELEASED
NEW CHARACTER MOTION GAMEPLAY TEASER RELEASED
FIRST GAMEPLAY SCREENSHOTS RELEASED FIRST GAMEPLAY SCREENSHOTS RELEASED
FIRST GAMEPLAY SCREENSHOTS RELEASED
FIRST GAMEPLAY SCREENSHOTS RELEASED
  • VerySad

    VerySad

    #SIEGEFOX AT RADIUS – VIENNA Wednesday, July 27th, 2016Chris on our display at Radius

    We took The Siege and the Sandfox to the Radius Festival in Vienna last week.

    Chris – our designer – had a great time showing off the latest pre-alpha demo to attendees, and grabbed an interview with BAFTA Crew‘s Des. You can watch that on Twitch, here (skip to oo:43:24).

    Need photographic evidence? I thought so!

    Chris interviewed at Radius

    Chris interview at Radius

  • Blush

    Blush

    DEVELOP: BRIGHTON ROUND UP – CHRIS WILSON’S TALK AND MORE Thursday, July 21st, 2016Siege and Sandfox Setup at Develop Brighton

    We’re back from Develop: Brighton after a very successful show! The always-wonderful folk at Unreal gave us a spot in their Unreal Lounge in the expo space of the show. Massive thanks to Jess (playing below) and Mike, in particular for inviting us and helping arrange everything. We had a great time, lots of people playing the game and chilling out asking us questions.

    Jess from Unreal plays our game

    Jess plays

    Our designer Chris also did a fantastic talk – entitled ‘Using AAA 3D Engine Technology to Enhance 2D Pixel Style’ – which you can watch on our YouTube channel here. It gives a great insight into how and why we went 2D and Unreal and a few other bits about us and the game. Give it a watch.

    Chris doing his talk

    Chris talks

    Want the slides? You can have them too! Here ya go!

     

  • Ehh

    Ehh

    UNREAL DEV GRANT AWARDED TO CARDBOARD SWORD Tuesday, July 12th, 2016gif of unreal logo inside chest

    We are delighted to announce that we’ve been awarded an Unreal Developer Grant.

    The grant, setup in February 2015 with a starting pool of $5,000,000 and awards of between $5,000 – $50,000, was designed to help support developers using the latest iteration of their engine.

    Receiving the Unreal Dev Grant is a great boost for us. We recently finished our prototype with the UK Games Fund, and have now shifted to full development via internal investment. We budgeted assuming we’d never get the Unreal grant, but thanks to it we now have a greater contingency, so can perhaps spend a little more on things we otherwise couldn’t afford. It’s also been a big morale booster for the team knowing that Epic have faith in us and our game.

     

  • Sad

    Sad

    WE’RE EXHIBITING AT DEVELOP: BRIGHTON Monday, July 11th, 2016Develop: Brighton Logo

    We are exhibiting the first ever demo of The Siege and the Sandfox, in Epic’s Unreal Lounge at this year’s Develop: Brighton.

    Read more here and here.

    Come and play the game on Wednesday and Thursday in the expo area. See you there!

  • Laugh

    Laugh

    DEV BLOG: EVERYTHING WILL DISTORT, EVERYTHING WILL BE UNQUANTIFIABLE Monday, June 20th, 2016

    By Keith Duke-Cox

    We had been using refractive elements within the game from pretty much near the start of the project for the easy “+10 points” that refraction/distortion gives any game. The only problem was whilst the effects rendered great whilst in the editor (using a perspective based camera) when we moved to the orthographic camera in gameplay, any effects based on refraction were simply not rendered.

    Refractive Particles In Editor
    Refractive Particles In Game

    We carried on this way for a while, knowing of the problem and assuming that the orthographic camera might get an update at some point to support more of the effects that Unreal is capable of rendering but after a while it became clear a different approach might be needed. As we don’t actually NEED physically correct refraction, we just want to have the cool effect of heat haze or water visually appearing to distort the world behind it, refraction is actually overkill for our needs anyway. We got to thinking all we really need is to be able to distort the final scene texture and apply it to the scene with bounds of our choosing, either by particle effect or sprites. I started looking through post process effects and how they are applied to the screen (the Unreal Wiki came in very useful here) looking to the custom depth pass to mask out areas of the scene. This quickly felt like too much for the effect we wanted, a bit overkill, and I felt there must be a simpler way to do it. There was!

    By using the ScreenPosition node and distorting the scene texture via noise maps that are also panned and rotated on top of each other at mixed scales, we get a distorted, haze effect across the screen. We now only use this material on sprites or particles where we need the effect to happen and we quickly and easily get the intended effect on a orthographic camera in game, bringing our fires and watery effects to life, making the world feel more dynamic. The material I made up looks something like this if anyone wanted to achieve something similar in their 2D games, the premise can be carried across to any material type, particle, sprite or post process.

    With this hurdle overcome, we can now have the fire haze we wanted, along with distortion when walking behind waterfalls or pools of water within the game. These effects are all ongoing, work in progress (and some are quite subtle in these small potato GIF’s) but I figured the post might be useful to budding 2D Unreal developers. As usual, any criticism or feedback is appreciated.



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