Sunday, July 13, 2014

Two words: XING Demo. Available for download now!

We know you guys have been itching to get your hands on this game, and we are pleased to announce that we are releasing our E3 demo to the public! 
We have posted it on the Oculus Share page, but it is playable with or without a rift

Keep in mind that this is still in it's alpha stage :) Enjoy!

DEMO HERE

Also, if you download and play the demo, please help us out by filling out this super short survey :)












Friday, June 20, 2014

E3 Wrap Up! Exciting Previews and a Special Announcement

Wow! It has been one week since we demoed at E3 in Los Angeles, and we have finally gathered all the links and media attention on XING that you guys might want to check out from the Expo; as well as put together our own story about the whole experience.



Fortunately, Koriel lives about 40 minutes from the LA Convention Center, so we made our base camp there for the week. 

The week before we had spent refining the demo for E3, and later making sure it would run perfectly on the HD Prototype Rift. We dove into optimization when John and James arrived in LA over the weekend, and by Sunday night we had a demo that ran at 60 FPS, but still didn't lose took much of the visual goodness. (We also went out and upgraded the video card in the tower, just to be safe)

The response we got was overwhelmingly positive! But don't take our word for it, listen to what just two of the attendees had to say about their 

XING: The Land Beyond E3 experience (video)


Excited to play? We have good news! After talking with lots of people at E3, we've decided to release this demo to the public! Soon you will be able to experience this yourself either on your PC or using your Oculus Rift!

Palmer Luckey and Joe Chen from Oculus  came by our booth to say hi :)

In the Media:

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Perhaps the most flattering thing we came away with was this Kotaku Comic featuring 
XING: The Land Beyond!
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VR Focus gives a lovey description of the game in the new article.
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Linus Tech Tips interview with Koriel:



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On the last day of E3 we were able to appear on the Gamespot LIVE Stage for an interview, while showing off some brand new UE4 gameplay footage.



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We even made it on to Epic's Unreal Sightings List
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This is a little chronological photo gallery of our E3 Experience


Monday was a set up day:

Swag

White Lotus Interactive

Trailers playing on loop to the outer row for passers-by

The Alienware laptop supplied by Indiecade for our DK1 demo

John setting up the HD Protoype Rift

Testing



The next few days looked something like this:

The Team


I see a smile










The Gamespot stage before we went on


That's the wrap up! Thanks to everyone who has supported us so far, and continued to lend us their support. We are so grateful, and we know we wouldn't be here without you! :)


Friday, May 30, 2014

XING to showcase at the Indiecade booth at E3 2014!


We received the invitation to showcase at Indiecade's E3 booth this year about a week and a half ago - and now we can finally share the news with you guys! This is a huge honor and we are so excited to be showing off our latest Oculus Rift enabled demo of our new and improved UE4 Rainforest! 

We've been working frantically trying to get something playable and polished enough for E3 ever since we got the news. Here's to hoping it will be an awesome show.

If you are attending E3 this year, come by the Indiecade booth 2835 South, and say hello.


Here is the full list of games that will be in the Indiecade pavillion this year:
http://www.mavpr.com/blog/




Monday, May 19, 2014

Personal Inspirations and Beach Screenshots

Hello everyone!
Time for another update :)

We are hard at work rebuilding XING in UE4, and are still extremely happy with the decision to switch engines. We just finished up most of the level re-design work for our beach environment, so check out some of the in-progress shots:




Note: When first blocking out an area without having the correct meshes, we take meshes we have already imported for other levels (in this case the Rainforest) and figure out the basics of where we want later structures to go. Also, that green water just means that we hadn't finished building the ocean material shader with reflectivity and transparency yet. We still haven't finished it actually, but at least the one we have now is a lot more Palette-able. Har har.

And where we are now:





~ Koriel: Working with Inspiration ~

When I'm building a level in editor (from broad strokes to minute details), I like to have some inspiration while I work. That usually comes in the form of images from the internet, music, and TV Shows/Movies on Netflix. These past couple weeks of working on the beach lead me to be simultaneously watching Cast Away, as well as re-watching the first 2 seasons of LOST on my extra monitor. I'm a multi-tasker and like to have several things going on at once; just don't be surprised when you find Game/TV Show/ Movie references in XING. And for all of you LOST aficionados, no, there is no Hatch...




~ John: My Personal Soundtrack for Working on XING ~

While Koriel might be able to multitask, I lose my train of thought the moment a fly enters the room. My personal working strategy when it comes to inspiration is to listen to a favorite video game soundtrack that has to do with the environment or theme I am working on. Lately, I've been enjoying Dave Wise's work on the Donkey Kong Country series, as well as his latest tracks on DKC: Tropical Freeze (which has some absolutely stunning rearrangements of some of his previous work). I've always thought one of the strongest elements of Donkey Kong's music was it's ability to sell the nature of the environment or level you are in by the music alone, while still remaining unique and musically interesting. And for all you Donkey Kong lovers, there might be a banana or two in XING...




~ James: Spirited Away to XING ~

One of my favorite ways to prepare for a run or bike ride is to prepare an inspiring playlist. Similarly, I have an assortment of “XING Inspiration” playlists sitting in my library. Some of my favorite game soundtracks include Golden Sun, Final Fantasy Tactics, and Journey. Lately, I’ve been obsessed with the work of composer Joe Hisaishi, a collaborator of Japanese animator Hayao Miyazaki. In the opening of Spirited Away (my favorite Miyazaki film scored by Hisaishi), the music sets the tone for a breezy Japanese suburban interstate - which escalates into adventure as the protagonist’s vehicle veers off into the trees, and approaches the entrance of a mysterious temple. Listening to the music of that scene immediately brings back the visuals and sense of wonder, and all in only three minutes!


Bonus Mini-Tutorial:




Cheers!