BLOGS

CREATING FALL OF HUMAN

21-01-2022

At StickyLock Games we’re all working on Histera, but in vastly different areas and we want to give everyone a chance to share their work! Fall of Human is one of our playable time periods and one of our 3D artists Ivo Schoenmakers will tell you more about the inception of this level.

CREATING FALL OF HUMAN

Fall of Human is Histera’s futuristic time period and Ivo was a big part of its original conception. In this weeks devlog he will walk through some of the inspiration and conceptual challenges which eventually led to the level we have now.

Ivo Schoenmakers || 3D ARTIST

“When production began on Histera, the Fall of Human time period, abbreviated as FOH, was the first and only level in the game. It’s where it all started really. We brainstormed endlessly over possible settings, comparing ideologies and inspirations. In the end, when we put all our ideas and ideals together, we arrived at the year 2070. The year 2070 serves as an important milestone in Histera’s fictional Timeline. This is the year the events of the game itself start to take place. From a development perspective we needed an explanation on how all the technical elements should work together to create this ‘switching between historical eras’ idea we had come up with. So what started out as a necessity for the development of Histera eventually became ingrained as a core narrative element.”

There were so many possible ideas floating in our heads, so what better place to go than the unknown, to the future.

VISUALIZING OUR FUTURE

Truly visualizing the level of Fall of Humans itself still proved to be quite the challenge. There are not many reference points or concepts on what the earth 50 years into the future could realistically look like. Technology is moving at such breakneck speeds that even concept artists who visualized the world of today 10 years ago could not paint a realistic picture of what our present was theoretically going to look like. Most of their speculation did indeed turn out to be quite incorrect, to put it mildly.

We had to look towards the big multinationals such as IBM or Tesla to get an idea on what they were cooking up in their kitchens. We did not own a crystal ball and could not see what the future would hold. We feel like we came up with a pretty good idea of what a possible dystopian future could look like. We needed these futuristic elements to feel accurate and believable, both for story reasons and for our players immersion in the world.

We created this cityscape filled with Homogenous towering structures, with a color palette of white and grey hues. When you walk through this environment, one can simultaneously imagine what this sprawling metropolis used to be and how conflict has unceremoniously ruined what little serenity mankind had left.

We want to give our players the feeling of being in these time periods, to truly feel like they have stepped into the future, albeit a quite dystopian one at that. We tried to experiment with theories on what our future could look like, and not just visually but we wanted to see how the pressure that comes along with years of conflict and struggle would translate emotionally. Our goals were, and still are, to let our players experience a feeling that other games don’t have, didn’t succeed in communicating, or flat-out didn’t think of including. We want to make every era in Histera feel as authentic as it can be.

We will be releasing a new devlog every week on Tuesday, so make sure to check out Histera’s social media pages or reddit to stay up to date on the latest Histera news.

SEE YOU NEXT WEEK!

 

WISHLIST HISTERA ON STEAM

CREATING FALL OF HUMAN

21-01-2022

At StickyLock Games we’re all working on Histera, but in vastly different areas and we want to give everyone a chance to share their work! Fall of Human is one of our playable time periods and one of our 3D artists Ivo Schoenmakers will tell you more about the inception of this level.

CREATING FALL OF HUMAN

Fall of Human is Histera’s futuristic time period and Ivo was a big part of its original conception. In this weeks devlog he will walk through some of the inspiration and conceptual challenges which eventually led to the level we have now.

Ivo Schoenmakers || 3D ARTIST

“When production began on Histera, the Fall of Human time period, abbreviated as FOH, was the first and only level in the game. It’s where it all started really. We brainstormed endlessly over possible settings, comparing ideologies and inspirations. In the end, when we put all our ideas and ideals together, we arrived at the year 2070. The year 2070 serves as an important milestone in Histera’s fictional Timeline. This is the year the events of the game itself start to take place. From a development perspective we needed an explanation on how all the technical elements should work together to create this ‘switching between historical eras’ idea we had come up with. So what started out as a necessity for the development of Histera eventually became ingrained as a core narrative element.”

There were so many possible ideas floating in our heads, so what better place to go than the unknown, to the future.

VISUALIZING OUR FUTURE

Truly visualizing the level of Fall of Humans itself still proved to be quite the challenge. There are not many reference points or concepts on what the earth 50 years into the future could realistically look like. Technology is moving at such breakneck speeds that even concept artists who visualized the world of today 10 years ago could not paint a realistic picture of what our present was theoretically going to look like. Most of their speculation did indeed turn out to be quite incorrect, to put it mildly.

We had to look towards the big multinationals such as IBM or Tesla to get an idea on what they were cooking up in their kitchens. We did not own a crystal ball and could not see what the future would hold. We feel like we came up with a pretty good idea of what a possible dystopian future could look like. We needed these futuristic elements to feel accurate and believable, both for story reasons and for our players immersion in the world.

We created this cityscape filled with Homogenous towering structures, with a color palette of white and grey hues. When you walk through this environment, one can simultaneously imagine what this sprawling metropolis used to be and how conflict has unceremoniously ruined what little serenity mankind had left.

We want to give our players the feeling of being in these time periods, to truly feel like they have stepped into the future, albeit a quite dystopian one at that. We tried to experiment with theories on what our future could look like, and not just visually but we wanted to see how the pressure that comes along with years of conflict and struggle would translate emotionally. Our goals were, and still are, to let our players experience a feeling that other games don’t have, didn’t succeed in communicating, or flat-out didn’t think of including. We want to make every era in Histera feel as authentic as it can be.

We will be releasing a new devlog every week on Tuesday, so make sure to check out Histera’s social media pages or reddit to stay up to date on the latest Histera news.

SEE YOU NEXT WEEK!

 

WISHLIST HISTERA ON STEAM

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