Producer & Community Manager for PolyKnight Games.
When working with a very stylized aesthetic, realistic and natural sounds don't reflect the art style the way a game's sound design should. In other words...
innerspace- sound design: matching sound & art
Our director and lead programmer, Tyler, recently ran into a problem with the state machines he was using: their behaviors were distributed into multiple...
innerspace: programming- using attributes in state machines
For an open-world, non-procedurally generated environment, we realized that with the challenges of limited development time and smaller team size, we...
innerspace: the virtues (and pitfalls) of modular design
Sound design can enhance the mood of a visual piece, while not being at all realistic or conform to expectations of what something “should” sound...
innerspace: sound design- creating sounds form nothing
Since level design in an open-world like InnerSpace varies drastically from a more linear game in which the designer can control the player's movements...
innerspace: level design- building a scenario
Because InnerSpace has no cutscenes, we utilize the Archaeologist as a means of storytelling via player's choice. When and how often the player delivers...
innerspace: designing the archaeologist & building narrative via an npc
InnerSpace is an open-world game that flows around player choice. Everything, from the direction you head at the start to the objectives you give yourself...
innerspace: the challenges of open-world design & player choice
We’ve described InnerSpace as an exploration flying game. While the latter half of that description is apparent, the definition of “exploration”...
defining exploration in game design & innerspace
As we enter the last week of InnerSpace's Kickstarter campaign, we released a massive development progress update.
last week on kickstarter: massive update
InnerSpace is a game of exploration with several hidden pieces of history to be discovered. This is one of them.
world reveal: the primeval garden
After phases of exploration and discovery, each chapter of InnerSpace culminates in an encounter with a massive creature, Demigods. Finding these creatures...
good heavens
Chris Miller, first-time PolyKnight Games blog contributor, is the sound designer and music composer on InnerSpace. If you’re reading this post, you...
music design for innerspace’s title theme
This post goes over how we designed the plane for InnerSpace. Making a plane that fit the unique visuals and mechanics of our world, but still grounding...
player-vessel: designing the plane
How we've programmed directionality and orientation in an inverted planet.
problems programming in an inverted world: directionality
Justin Sipes, a friend of ours, wrote a guest article about whether or not the physics of InnerSpace stands up to scrutiny. The answer is in some ways...
the science behind innerspace
InnerSpace started its exciting journey in crowdfunding, yesterday! I've expanded on a few key points about the campaign that I'd like to share with the...
innerspace kickstarter is go!
InnerSpace is a game of exploration and discovery, where the object is neither fame nor fortune, but rather the unveiling of another world’s history...
innerspace: crafting a narrative aesthetic
When we found ourselves with a good concept and the beginning of a good design, we looked back. We considered the intent of the game and the experience...
innerspace: designing backwards, staying coherent
For InnerSpace, we created two custom shaders: one for specular/conductive surfaces, like metal, and one for matte surfaces, like wood. We wanted to create...
world-building: shaders & aesthetics
TL;DR: Inner Space is a flying game in which typical flying mechanics don’t fit the overall design. Because of this, we focused more on exploration...
creating a new type of (flying) game
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