It won't take long until you see these jaw dropping places by yourself.
Here's a little showcase of the amazing work that our art team has done in order to bring life to the world of Heimur.
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You will find nothing but war and destruction in these unforgettable places...
Hey whats up guys!!, We hope you are ready to explore these elder ruins and the emblematic volcano!
This is a sneak peek of what we are currently working on.
#indiegame#IndieGameDev#3Denvironment
Between islands and mountains the war is coming...
We are very excited to show what we have doing for you!!!
There is little left to enter these broken lakes❄️❄️
See you soon!
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Finally our engine "OMNIA" is fully functional on PS4.
To celebrate it and as summer is approaching, we have brought the sea with us.
#PS4#gamedev#Sony#GraphicEngine#OMNIA
Our hero needs ways to defeat large waves of enemies, and thanks to the great work of @_JCplusplus_ he can now use up to four elemental weapons! Choose air, ice, fire or lightning weapons, and find out what each one does!
Powered by @ESAT_Valencia.
#indiedev#gamedev#UE4
First approach in C to the Comanche's algorithm, that consists in throwing raycast over a heightmap, using culling, occlusion and level of detail.
All of it with the help of @AgpDeveloper.
Powered by @ESAT_Valencia.
#VoxelTerrain#LowLevel#Optimization
After reading Peter Shirley's "Ray Tracing in One Weekend" I have been working on this CPU raytracer for a couple of days with some multithreading optimization and this has been the result:
Our MetroEngine started in PC and now that it is perfectly working, it is being ported to Sony PlayStation 4!
Resource management is working with Forward Rendering...
Road to Deferred with Physically Based Rendering! @mandev_ivan#SONY#Playstation4#Graphics#Porting
Sons of the Mountains and guardians of the borders of Einar.
Today we introduce the mighty race of the Storr, huge beings that won’t hesitate to destroy you in one impact!
BEWARE!
Art by: @deividgart
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