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Nelo is a Hyper-Fast, Out of this world, Sci Fi action-adventure game with its own formula on the Shoot 'em Up game genres.
Nelo is the lightning fast, out of this world, genre-blending, bullet-hell, character-action epic meticulously crafted by the loving couple at Magic & Mirrors.
Nelo is the lightning fast, out of this world, genre-blending, bullet-hell, character-action epic meticulously crafted by the loving couple at Magic & Mirrors.
1,243 backers pledged $38,269 to help bring this project to life.

Progress Update 12

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 Hello Backers, I know updates have been less frequent but it’s only because we have been grinding hard on getting the Closed Alpha ready for you guys sometime in September. In the Closed Pre-Alpha we had about 2 hours of playable campaign. The Closed Alpha however will have the entire first act of the campaign available which is twice the playtime of the Pre-Alpha. We also are working on the Cinematics for this first act, and other really cool things that we are not ready to reveal. We do want to tease you some of the gameplay you will experience in the Alpha Build.

Closed Alpha Gameplay Teaser

We are happy to share a quick 5 and a half minute gameplay teaser of what will be in the Closed Alpha. Enjoy!

 

Cinematics

 We are aiming to tell an epic story along with the crazy action while delivered in a well presented experience. When working on the game’s cinematics, our process begins with building the sets, character placements, and camera placements. We then start animating the cameras and edit camera cuts in sync with the scene’s dialogue.

 

Here's a still shot of one of the Animatics. Using a powerful realtime game engine makes this part of the cinematic process far more presentable.
Here's a still shot of one of the Animatics. Using a powerful realtime game engine makes this part of the cinematic process far more presentable.

 Before we make the actual character animations, we start with the in-game idle and walk animations as a placeholder. This stage of the process is called an Animatic, but the use of game character animations and real-time render gives off the vibe of Machinima, like the Rooster Teeth iconic series, Red vs Blue. So we started coining the term “Machinimatic”. One great perk of making a Machinimatic over a traditional Animatic is the scenes are already fully lit and beautifully rendered which make visualizing the final pass much easier than a grey-shaded playblast.

Kevin Bryant performing one of the game's characters. videos like this are used as reference when animating.
Kevin Bryant performing one of the game's characters. videos like this are used as reference when animating.

 Once we get our scene layouts and edits, we need to make unique animation for the scene. We are animating all of our characters by hand. But instead of just animating off the top of our heads we start by recording ourselves performing the characters with a video camera. This helps us better see the shift of character weight and timing of movements.

Michelle Morger animating two characters from one of the game's scenes.
Michelle Morger animating two characters from one of the game's scenes.

 When we finish animating the characters, we replace the game anims with the cinematic anims. Last, we add effects both visual and auditory.

More Art Teasers

Here are some more teasing art assets to share.

You can view the hi-res versions on our Twitter or Facebook pages.

 

 

 

 

 I hope you are as excited about this Closed Alpha Release as we are. Thank you for waiting so long for this update, and please stay tuned for more!

LionRoar Games, David, and 7 more people like this update.

Comments

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    1. Missing avatar

      Alexander Lund on August 29

      I mean Alpha, the projected release of the alpha.

    2. Missing avatar

      Alexander Lund on August 29

      When is the projected release for the Beta?

    3. Alexandre MANGIN on August 11

      Visually stunning! Keep up the good work!