Type 3 is an FPS RPG with a psycho-mystery thriller storyline, and is set in an open-world/level-based hybrid sci-fi universe. The game will bring up and tackle sensitive issues affecting modern society and try to take the first steps towards making video games art. You are Keith Raven, an ex-soldier who's mental and emotional scars led him to spend 20 years in a psychiatric hospital. Shortly after release, his brother, a high ranking official in the United Republic of Species, commits suicide. After receiving a secret postmortem message from his dead brother, Keith reveals the racism, hate, and corruption reaching to the highest tiers of the Estari government, while fighting the intense psychosis destroying his sanity and perception of reality.
9 comments by Taowolf51 on Feb 10th, 2009 digg this super bookmark

In the last two weeks, Wolfpack Designs has gone through some major changes, among these was a plan to rebuild the look of the studio from the ground up. The first stage of which is a new name. Today, I'm happy to announce the new look and name of Wolfpack Designs, under the moniker of Koru Entertainment. Koru Entertainment will be working on two games, Type 3, and a yet to be announced project being created by a team that recently decided to join Koru Entertainment.

While we have been spending much time on creating our new Studio, we have made great progress on Type 3 with our new concept artists. I'll start with the pieces from our Lead Concept Artist, Alex Chu.
This is our main character, Keith Raven, the suit he is wearing is the suit that will be worn in safe areas throughout the game, an example which is Estari City. The suit is used because in a real society, someone walking around in a full body suit armed to the teeth would instill fear in the populace, just as someone with an assault rifle in Times Square would cause fear on our own society.. Keith will be wearing a much lighter armor, much more like clothing, but with light protection for emergencies. He will also carry a pistol for potential self-defense in the less prosperous locales within the city.
This piece is of the suit Keith will wear when in the line of fire.
This is the lovely Estari City, this is a mood piece, and is one of many to come.
These pieces are miscellaneous rock and crystal pieces by Brad, they will be used in various environments throughout Estari.
And this is the finished concept of the Niirae forest.
These pictures are examples of the Cone Step Mapping featured in the Maoli engine. Cone Step Mapping can be most easily described as the next generation of Parallax Occlusion Mapping. While it is more complicated then that, it serves the same purpose, but does so much more realistically. All detail shots are using only Cone Step Mapping, there are no added polygons, it is simply a flat floor using the Cone Step Mapping feature.
Koru Entertainment is Hiring!
Koru Entertainment is hiring. All jobs are currently not paid.
We are looking for highly skilled individuals in the areas of:
Character Modeling/Texturing
Environment Artists
Designers
Engine Coders (C++ and C#)
Applications must be e-mailed to Taowolf51@aol.com with the subject name "Type 3 (Your Position) [Your Name]. Applications must include examples of your previous work, years of experience, age, and contact information.
We all hope you all enjoyed this update from Koru Entertainment!
Colin Wagner
-Co-President of Koru Entertainment
-Project Lead of Type 3
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Happy New Years Everyone :)!
Happy new years. :)
The titling convention adopted for your images leads to much confusion. At first I thought it meant "Type 3 by 'author's/director's name'" as some form of project branding, but it turns out the "by" indicates whoever created the featured content. Yet this content is not named and the placement of text also leads the viewer to believe Type 3 as the name of the object in the image, especially if viewed independently and out of context. I hope you will fix this - the "flower" image really caught my eye but the rest of the presentation left much to be desired.
I can see where the confusion would step in. Do you believe that removing the "by" would fix this? The original intent was that since every picture had type 3 in it, the reader would know that Type 3 was the name of the project, but I understand where you are coming from, never leave anything to context.
I am glad you like our logo, but what do you find to be wrong with our work so far? Is it only the naming, or is it the quality of the assets you found "left much to be desired?" This project is very young, remember.
Well the solution isn't anything complicated, it's all down to text formatting and placement. Your brand/logo can remain, you just need to be aware of how much attention you want it to draw, and thus things like whether it should be at the top of a "page" or at the bottom, the relative contrast it bears to the background and content (which includes other text) et cetera. You probably have someone on the team that knows all this already.
For a start, the author's name should not go directly below the logo, take a look at how some mods or games have set templates for such things (Black Mesa Moddb.com Forgotten Hope 2 Moddb.com or First Strike Moddb.com for example), or things like newspapers, magazines, and websites. Having a line of smaller text below a line of large or more imposing text naturally implies to an English reader a title/subtitle relationship - this is the problem I am pointing out. There should be clear separation between "title of content" and "title of project".
There isn't quite enough work right now for me to say anything much, so I am only commenting on what I have seen and what I feel I can critique on. I must say though that a sense of professionalism (or perhaps consistency) is definitely lacking for such an ambitious project.
happy new... year...
I will take everything you have said into account, and make changes soon, thank you.
As for the lack of professionalism, I do see that. I believe this is because the project is only 19 days old, and we as a team are still transitioning to this new project. As for the lack of consistency, that is because some pieces are significantly older then other pieces, and were part of a previous project. Changes are being made to these older pieces as we transition to our new project. One example, is that our in-house engine, the Maoli engine, gives us the ability to use a much higher polycount for weapons then our previous project allowed for, thus we will be reworking some of our weapons so we can take full advantage of our engine. I assure you that as we move and settle in, things will become much more consistent. I only ask that you please grant us a time to transition to our new project. :)
i just noticed this lol. will be watching!
good luck!
Thanks for the support!