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December 4, 2017

We continue to work hard on making sure that the twitchy gunplay of KINETIK is matched by the speed of other gameplay. Drone controls, as a result, are consistently updated as you see here to add ever-improving feedback, and easily learned controls, to the experience o...

November 21, 2017

We've spent the last few weeks optimizing KINETIK with new LODs, lighting changes, and particles. Each step is part of improving the gameplay of KINETIK, so that every aspect of our tactical RPG moves at the same speed as the twitchy shooter action.

We constantly inte...

October 14, 2017

Lighting is a key part of video games like KINETIK, so we always make sure to run lighting tests of our characters and NPCs every time the environmental lighting is changed by artist Mat Broome (H1Z1, DC UNIVERSE ONLINE). Here we get a look at the details of a full Ass...

October 12, 2017

Join us on Facebook, where we're talking about the latest gameplay improvements for KINETIK. This includes better AI and wave combat gameplay. Wave combat missions will be ideal for XP farming in the abandoned lunar facilities of KINETIK, helping you level more quickly...

April 13, 2017

We are in what I like to call the down slope of the concept in part 2.

Use a proper value range based on real world materials

I prefer to gather material reference in the form of photos, machinery sites and metal manufacturers and cross reference them in different lighti...

April 12, 2017

Let's get right to it and break down each step in sequence. 

Break it down fast the design will change 

First I did a super fast 5 minute sketch of the overall form, I find I really like to sketche quick to get a sense of speed and movement. I find things get stiff if yo...

March 25, 2017

The eyes are no doubt the center to the soul, the keys to communicating and critical to life in the form.

But I find doing the mouth cavity first for some reason a great place to get warmed up and it really helps me think through a few key stages early. The age of the c...

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Whether you're a fellow game dev looking for quick tips or a beginning student/developer looking to learn how games are made, our devlog 'Making the Game' is for you. Led by industry veterans Creative Director Mat Broome (H1Z1, DC Universe Online, others) and Technical Director Kevin McPherson (Everquest 1 & 2, Planetside 2, Vanguard) the KINETIK dev team will document their entire process, along with helpful free downloads like our destructible mesh blueprint.

Software featured includes: Unreal Engine 4, Maya, Zbrush, Marvelous Designer, Photoshop, and Quixel.

Let's get started!