Torment: Tides of Numenera - Update #12, Screenshot
My name is Koy vanOteghem, Lead Environment Artist here at inXile. I would like to take this opportunity to discuss a few items as we release our first image for Torment that is pre-production and game art oriented (as opposed to concept art). Ordinarily, we would expect to R&D these types of early-prototype scenes during the standard preproduction phase of the project development cycle. And certainly during our actual preproduction, this pipeline will see many changes and iterations based on evolving needs. But technicalities aside, because of our growing comfort level with the Unity Engine, along with our growing connection to our community of backers and fans, we thought it might be fun and informative to give a sneak peek of some of the ideas we have bouncing around the Art Dept. What we are presenting here, for the sake of conversation, is an example of a 2D pre-rendered environment within The Bloom.