Boris Oesterheld is Dead. Venture into a world full of mystery and deceit. As you embark on a quest for answers, an erratic murderer and a colorful cast of characters only help to raise more questions. As you start gathering clues and getting closer to the truth you will begin to question reality and even yourself.
Dynamic Character response Gameplay:
The player engages in a psychological game against a number of characters that have different personalities. Through various in-game interactions the player can affect their emotions, changing the way they act, what they say or how they go about influencing the player, creating a highly repayable and responsive experience that is different on every play through and supports the immersion inherent in virtual reality gameplay.
Surrealism art style:
The game uses symbolic imagery to convey a stronger narrative with different ways of interpretation. The inherent focus on the psychological helps create a strong mood that can impact the player on a deeper level. The visual and auditory attention to detail drives our presentation, aiming to keep the player immersed in the world.
Unparalleled interaction in VR:
Heavy focus on world interaction and discovery instead of relaying on physics gameplay. Our game is filled with objects and machinery that can be manipulated in different ways, with a focus on recreating a “retro” reality down to the last detail.
State of the art animation system:
We created a robust animation system that is designed from the ground up to work together with the dynamic behavior of our artificial intelligence, creating animations that have a near unlimited amount of blending combinations bringing about unique lifelike character movement.
The Team:
Andrija Zoric: Ceo, Engineer.
Renato Cascioli: Art Director, Game Designer, 2D/3D Artist, Sound Designer.
Simon Nunez: 3D Artist.
Preston Phillips: Animator and Rigger.
A First Person one-man submarine simulator game inside the human body. A homage to 70s sci-fi films and late 80s computer graphics. Compatible with HTC Vive.
In the year 1977 the democratic government of the United States of America succumbs under the attack of its own military forces and quickly becomes a dictatorship. The democratic leaders and rebels turn to underground hideouts to escape death. As the tension escalates, the government develops and releases an unknown parasite codenamed Arbiter which can attach to any organ of the human body and release a substance that, when mixed with blood, can make a human extremely docile and manageable. The rebels, who are led by a group of distinguished scientists, struggle to find a cure and quickly discover that the only way to eliminate the parasite is to destroy it from within its environment, since surgery can potentially kill the host. A machine that can shrink humans and objects to nearly molecular level is developed and thoroughly tested. Using small one man submarines, the rebel leaders send a group of pilots to find the parasites and exterminate them before it is too late.
Art Lead and Design Lead.
Modeled the cockpit, some of the environment meshes, worked on the shaders, did the lighting and some sound editing as well as concept art work.
Tools: Maya, Photoshop, Zbrush, Mudbox, After Effects and Unity 5.
A 2D hand drawn game about directing a Samurai's movements by writing Katakana symbols as he performs Seppuku.
The gameplay consists of the player writing Katakana symbols on a scroll while a samurai character performs the Seppuku ritual. The brush line quality defines how well the character commits suicide by taking into consideration how accurate the player can follow the Katakana strokes with the mouse. If the player makes mistakes, the character will get sloppy in his deliverance and will suffer more pain, thus showing more blood on screen and making the act less graceful and honorable. If the player makes three mistakes, the executioner ends the samurai's suffering by cutting his head off.
Game built using Unity 5. Art by Renato Cascioli. Scripting by Tyler Roesch.
Tools: 4B and 6B pencils, animation paper, Photoshop and Unity 5.
3D Pinball game based on Gottlieb's Abra-Ca-Dabra.
Faithful and fully playable 3D representation of the original 1975 pinball machine. Original poster copyright of D. Gottlieb & Co.
18405 Tris. Scene rendered in Unity 5
Tools: Maya, Photoshop, Zbrush, Mudbox, Substance Painter and Unity 5.
A garbage collector contraption in a post-apocalyptic world.
3D model representation of a 2D collage project. Garbage Dump Dan lives in a junkyard and spends most of its time collecting garbage and digesting it to eventually dump it through the grinder that resides in the end of its plastic tail. Garbage Dan suffers from severe depression and hopes to find happiness in the near future.
18405 Tris. Scene rendered in Unity 5
Tools: Maya, Photoshop, Zbrush, Mudbox, Substance Painter and Unity 5.
A gigantic spider with a human head.
Early 3D concept for the upcoming adventure/survival game “Widow”. Underground arachnid creature that has surprisingly grown a human head and is trying to adapt to it. It lives in a mostly moist environment and it is currently trying to protect its recently laid eggs.
17671 Tris. Scene rendered in Unity 5
Tools: Maya, Photoshop, Zbrush, Mudbox, Substance Painter and Unity 5.
A fully functional 3D representation of Texas Instruments' TI-2500 Datamath Calculator and Panasonic's RE-6280 Radio.
8436 Tris. Scene rendered in Unity 5
Tools: Maya, Photoshop, Zbrush, Mudbox, Substance Painter and Unity 5.
A stylized 3D representation of Studio Ghibli’s “Howl’s Moving Castle”.
Hand painted textures with terrain created within Unity 4. 31125 Tris. Scene rendered in Unity 4. Copyright of Studio Ghibli.
Tools: Maya, Photoshop and Unity 4.
A 2D silent animation, hand drawn with graphite pencil on animation paper.
903 frames and over 500 drawings. Done in a week.
Tools: 4B and 6B graphite pencils, animation paper, Photoshop and After Effects.