As a lot of people have been asking us lately about the project, here are some infos about us, the game and its backstory. Feel free to start discussions here and ask us about whatever info you feel is missing

Airborn Studios

Airborn Studios is a creative collective of artists, coders and musicians working in the field of games, film production and commercials, founded in 2006 by Steffen Unger and Benjamin Sauder around the idea of creating their own game.
In subsequent years the team grew larger and developed art and gameplay prototypes around the Airborn Universe, winning several awards in the process.
In 2010 Airborn Studios got the chance to work on bigger productions as an outsource partner for major upcoming game releases. Since then their members worked on productions such as Halo 4, Crysis 3 or Homefront 2.
While the core of the team is rather small, the collective around them fluctuates in size from project to project.

Overarching Story

Eons ago, some long-forgotten disaster shattered the world into countless floating islands. Piño's Journey tells the story of a boy who was raised by his grandparents in a small and remote village in this windswept world.
As Piño grows older he wants to know more and more about the mystery of what happened to his parents. With no money in his pockets, he has only one way to leave his home and uncover the secrets of his past: he needs to become a messenger pilot, like his father once was. But first, he needs a plane.
Airbørn® - Piño's Journey is an action adventure game in which you guide Piño through his quest to find out more about his past.

Gameplay

Airborn - Piño’s Journey is a story-driven, single player PC action adventure game set in a unique steampunk-tinged universe. The game features action, adventure and battle gameplay, and mixes that with flight, exploration, questing and puzzles.
Airborn - Piño’s Journey consists of three principal areas: the 3rd person ground gameplay, the top down non-dungeon interior (NDI) gameplay and the 3rd person air gameplay. While the ground and NDI gameplay is inspired by the Zelda series, with item-based level progession, it also features some additions to the Zelda formula, like 3rd-person platforming. The overworld is represented by the air gameplay, with its own unique gameplay and quest features. Ships will be upgradeable over time to open up new areas and gameplay possibilities.

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8 comments by polyphobia on Oct 16th, 2012

Hello everyone,

we just opened up a facebookpage to be a central hub for the development of Airborn.

While Moddb is a great place to hang around, we are just not working on a Mod anymore, it has grown way past the small modproject we worked on years ago.
With an art outsource studio running for more than a year now, and lots of smaller selfmade projects we just can't post all our stuff just here where it gets too little recognition - we will not forget you guys and will try to update here on a regular base, but we also wouldn't mind if you join us over at facebook :)

Facebook.com
Facebook.com

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Airborn version 0.1b

Airborn version 0.1b

Sep 6, 2009 Full Version 25 comments

Action Adventure in a fantastic world on flying islands eons after the world has collapsed from overexploitation.

Post comment Comments  (50 - 60 of 395)
hykleri
hykleri May 31 2010, 10:50am says:

DEAD... :(

Just trolling :Đ Keep up the good work guys, looking forward to the game. :)

+1 vote     reply to comment
skittlesareyum47
skittlesareyum47 May 27 2010, 6:34am says:

Is this mod dead? I hate to ask a "stupid question" but there hasnt been an update (that I know of) in a long time

+1 vote     reply to comment
polyphobia
polyphobia May 27 2010, 11:32am replied:

just read a few posts before yours ;)
we are bound to the productions cycles of the companies we work in, currently a lot of the team is crunching because of e3
we did a lot of basic stuff, gdd writing, stroy writing etc, nothing anyone will see publicly any time soon.
Having no graphical updates, as its what you can see here only, doesn't mean the project it self is dead it just means that we don't do much ingame work lately as more important things have to be done.

+3 votes     reply to comment
Elegroth
Elegroth May 29 2010, 9:01am replied:

When do you guys think the UDK demo is going to be released. I know you said Spring, but, it getting pretty close to Summer now so, if you guy aren't close, I think you should move up the date to Summer 2010.

+1 vote     reply to comment
polyphobia
polyphobia May 29 2010, 9:21am replied:

so we should change that one image thats here deep inside the gallery and not noticable with one click? dunno if thats really necessary ;)

+1 vote     reply to comment
Elegroth
Elegroth May 29 2010, 12:12pm replied:

True, but one thing that is noticeable is the header info that says "UDK Demo hitting the Web in Spring 2010". You could always just change it to might, lol. When I was making my game I would always just say "Next beta update coming soon," and stuff like that, lol.

+1 vote     reply to comment
kapil111
kapil111 May 14 2010, 10:27pm says:

kudos 2 the creators of airborne. epic mod dudes, tnx a ton !

+1 vote     reply to comment
alpha500delta
alpha500delta May 10 2010, 12:34pm says:

Is that train thingy drive-able?

Very nice mod by the way :).

+1 vote     reply to comment
amzans
amzans Apr 23 2010, 8:14pm says:

I truly love the graphics style in you game! It is very very impressive I must say!

Hey I just looked at the plataforms section of the summary and it says you will be releasing it on the PS3?? How is that possible if the UDK only supports PC on the current releases.

And hey would you mind telling us like what are your main tools for this project? Like 3ds Max, Maya, etc..? (obviously besides UDK)

Anyways, great work!!

+1 vote     reply to comment
polyphobia
polyphobia May 8 2010, 11:58am replied:

the project started way before udk was out on UT3 which in fact was possible to mod on PS3 but we never made it that far... But it still is more of a console game than anything else

do the maintools really matter at all?
you can do the exact same things in max, maya, xsi etc.
the initial landscape was done in maya only as out artist was on maya back then, now that he's at crytek and got used to max we ported everything over, so i'd say right now the main tool is max, zbrush for sculpting and photoshop for texturing.

+2 votes     reply to comment
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