Our Goals - State of the art, reliable and flexible 3D engines
We want to be leaders in the game development area. Currently, we are working using Abyssal Engine v2 that is specially created for the online games. Also, based on Abyssal Engine v2, we are creating the next generation engine that will be configurable and will be able to support single player games also. The new engine will have modules that will allow the development of games made especially for consoles.
Our Goals - 2D and 3D high quality artwork
Our goal is to improve the quality of our 3D and 2D work, so we become a competitive actor worldwide.
Our people have at least 2 years of experience in the 2D or 3D area and we feel that we can compete with
anybody else.
Our Goals - Revolutionary gameplay concepts for our in-house entertainment games.
We are designing and testing all the phases of the development of a full commercial game while keeping the
highest standard of quality assurance possible and providing the player with the best gaming experience.
We are trying to innovate all the time and we are moving one step further with each project we complete.
Our experience is mainly referring to game development. We are reaching our 3rd generation of our graphical development platform and we are moving fast, synchronized with the highly paced 3D entertainment hardware and software industry.
We worked with the best publishers and developers in the gaming area: Sony Pictures Digital, Gameloft and other companies. One of the games developed by us, Bewitched has been nominated for the casual game of the year 2005.
Due to our high quality products, we''ve been accepted as partners by all major 3D hardware vendors: NVIDIA, ATI and Matrox. We are in closed relations with their PR and developing divisions and we have access to confidential materials regarding their products. We''ve been working with all major features and hardware extensions of past, current and even future (through software driver emulators) 3D cards.
For the TNL GPUs we developed a new engine, Abyssal 2.00, which is used in our upcoming title Realms of Torment. Here are some of the main characteristics:
- Optimized for high polygon count (200.000/frame and more) with dynamic lighting per vertex
- Modular system controlled by scripts
- Advance character system (both skeletal and morphing, with partial and blending animations, layering system for clothes)
- Graphic programmable elements (shaders for character skinning, water effect etc)
- Highly customizable visual effects for spells and weather system
- Highly specialized tools for character construction, special effects and large scale terrain modeling
- Clustering server supporting thousands of simultaneous players
- Novel gameplay including blood line, housing and siege systems
This engine supports large outdoor scenes with hundreds of simultaneous characters visible:
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Our in-house tools make the massive world construction an easy job since we are using many procedural algorithms for the construction of terrain, vegetation and water. |
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