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Everybody's Gone to the Rapture - PS4 exclusive from Dear Esther Devs

And they're using CryEngine this time. Looks to be gorgeous!

Hi there, we’re Dan and Jessica, Co-Directors of The Chinese Room. We’re based in Brighton, on the south coast of the UK. We made a game called Dear Esther for PC last year that was a first-person story-driven exploration and mystery title. It was all about immersion and emotion, rather than having lots of complex gameplay, and was slow and poetic, with a really strong emphasis on the quality of the production – music, art, writing, voice-over.

It was one of the breakout indie hits of 2012, gathering up a whole bag of international awards and shifting over three quarters of a million copies. We were left thinking “how do you follow that?”

http://www.youtube.com/watch?feature=player_embedded&v=CKyoVQKnD4U

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I need to get into the indie scene. But where the hell do these Indies find modelers, animators, and texture artists capable of doing AAA quality assets on their spare time while working a day job?

After learning all I ever wanted to learn about game programming I ended up not pursuing it because artists and level designers make games, not programmers. A spinning cube and stick man on a shiny new engine made from scratch only goes so far.
 
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I need to get into the indie scene. But where the hell do these Indies find modelers, animators, and texture artists capable of doing AAA quality assets on their spare time while working a day job?

In another interview they actually said they only have 12 devs, so they basically HAD to choose CryEngine because it's the most stream lined, productive development engine available. Without it, they wouldn't have the time to make the game.

he Chinese Room is a small UK-based studio with a staff of twelve people, ranging from studio manager, to art and design, and coding. “Our focus is on the game story and trying slightly different things with game design,” Dan continues. “We place a huge emphasis on environmental storytelling, music, audio, and we strive for really high-end visuals.”

“CRYENGINE was therefore a relatively simple choice. I’d been following CRYENGINE since playing around with it as a modding tool just after the first Far Cry title came out, and always wanted to do something with it. When we knew we were going to work on an open-world title with a rural setting, it just stood out as the best engine for us.”

“What helps game development a lot is that the engine is fast – you can iterate really quickly in terms of terrain, heightmap, etc., and for a game like this that is really important. Again, the quality of cinematics and audio is really important to us as a studio, and CRYENGINE combines the power and usability that can help a small team achieve top results in a way that made it the obvious choice. So far we’ve received a lot of support from Crytek as well, which is just as important as the technology itself.”

http://www.crytek.com/blog/everybody--s-gone-to-the-rapture-with-cryengine
 
I need to get into the indie scene. But where the hell do these Indies find modelers, animators, and texture artists capable of doing AAA quality assets on their spare time while working a day job?

After learning all I ever wanted to learn about game programming I ended up not pursuing it because artists and level designers make games, not programmers. A spinning cube and stick man on a shiny new engine made from scratch only goes so far.

im finishing up an iOS game right now and yeah, the hardest part for me has been the graphics. there isn't much to my game but even then, the graphics i have took me quite a bit to create (the ones that i didn't get from free clipart sites that allow you to use them for apps and commercial use free of charge).
 
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