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Here are the first two in-game screenshots and a sick promo image. The in-game shots are extremely early WIP so let it be known that they will look A LOT better in time.

Posted by fragfest2012 on Jul 13th, 2012

Here are the first two in-game screenshots and a sick promo image. The in-game shots are extremely early WIP so let it be known that they will look A LOT better in time.

Check out this news post with some extra media on our site:

Let's get right into it, shall we? First off, I want to emphasize that these shots are in extreme WIP form and are in no way, shape, or form anything close to final.

The Screenshots:
Here they are. The first real glimpse into level development here at Leatharian Studios. We are working as hard and as fast as we can to get more content done and ready to go, but this is all we have for you thusfar.
These are some very early WIP shots of one of the first levels in the game. The only things used in these shots are a landscape (we made that), a placeholder rock mesh (from UDK), and a tree made from two intersecting planes (looks crappy up close). All assets will be replaced (minus the terrain) and the level will look a lot better in time, but we wanted to show some of the level design work we have been doing. The level is designed by me and George Hulm, and George has made the stuff in engine.

Early Early WIP Screens of Forest Level
Early Early WIP Screens of Forest Level

The Promo Image:
So, a few days ago, I released the first in a possible series of promo images featuring a fantastic concept by Ishu. This is the first piece of his I have released and the response was phenomenally good. People seemed to really enjoy this piece, and I actually wanted to point out someone in particular, a follower whom I have seen pop up several times in comments on stuff we post, and this one blew me away:

"Speaking frankly, this project has me more intrigued and ravenous to see more than any other game in development. Keep the updates coming." --IdentityCrisis

Wow! I absolutely love that and really wanted to publicly shout him out for being such a great fan. I hope those above screenshots are enough to quench your thirst for updates for now. Now, here is the image he loved so much.
Promotional Wallpaper 1--Street

Anyways, that is all for this update; short and sweet. Enjoy and stay tuned for more.
Millan Singh signing out...

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Post comment Comments
sasasa Jul 14 2012, 6:08am says:

The first two screenshots look like normal things that would come out of the UDK. But hearing they're extremely WIP, I'll keep my eyes on this.

+3 votes     reply to comment
fragfest2012 Author
fragfest2012 Jul 14 2012, 3:25pm replied:

Yes, they are very early WIP, so you can expect the final thing to look WAY better.

+1 vote   reply to comment
PiotrMi Jul 14 2012, 6:53am says:

I like the environments. I hope your visuals will meet the style of the great artwork.

+2 votes     reply to comment Jul 14 2012, 1:00pm replied:


+1 vote     reply to comment
fragfest2012 Author
fragfest2012 Jul 14 2012, 3:24pm replied:

So do I.

+1 vote   reply to comment
ShrikeGFX Jul 14 2012, 12:00pm says:

You really need to work on the Logo, 1. you take a different one than everywhere else, and 2. the spacing between the letters is horrible, you need to adjust every letter manually for a Logotype, you can not just write "Wake up Call" and thats it. (If you dont know what I mean, mainly W is too far away from A, and C the same, makes it unpleasing to look at)
Also usually there is some kind of image or shape or something in the Logo, that valorizes it alot.

+3 votes     reply to comment
MaximalGFX Jul 14 2012, 1:03pm replied:

You are totally right. This isn't a logo at all, it's more of a place holder. I'll be working on the official logo this week ( If it's fine with you Millan). It will not be the first time I'll be making a logo, so I kinda know what I am doing, also I am actually studying graphic design.

+3 votes     reply to comment
fragfest2012 Author
fragfest2012 Jul 14 2012, 3:23pm replied:

As max said, this is a placeholder logo, I did just write Wake Up Call in After Effects and call it a day, though I spent some time placing it (and like 7 different versions). We will have a legit logo soon, and Max, if you want to do it, you are welcome to have a go at it.

+1 vote   reply to comment
ShrikeGFX Jul 14 2012, 6:37pm replied:

Ok, Just pointing that out, I wasnt sure since the headliner logo has no real spacing aswell : )

+1 vote     reply to comment
a2ny Jul 14 2012, 12:41pm says:

lovely concept work, lets hope you can bring that stuff alive!

+2 votes     reply to comment
fragfest2012 Author
fragfest2012 Jul 14 2012, 3:24pm replied:

I hope so. Thanks!

+1 vote   reply to comment
NCC-1701 Jul 15 2012, 10:16am says:

Looking very good, that promo image really is amazing.

I can't wait to see more updates on the weapons :D

+1 vote     reply to comment
fragfest2012 Author
fragfest2012 Jul 15 2012, 3:35pm replied:

They will come, I promise. We are working towards something awesome, but I cannot estimate when you guys will get to see it. All I can say...

+1 vote   reply to comment
Black_Stormy Jul 16 2012, 11:31pm says:

I want to say this in the least negative way I can, I am disappointed at those shots. The terrain doesn't look particularly realistic, did you use a terrain generator? It looks like you've pulled some stuff around with the UDK terrain tools. Which is fine, it just takes a lot of work to get it looking convincing. I get that the tree models are placeholders, but if they are, and you only have the one, why are you showing it at all? It seems like it's not ready to show. I totally understand that you would be proud of this, and it really does look good, but I don't think these shots were release-worthy. They don't display any real attention to detail, there is no real level design evident in them, no paths or cover or elements that look like they would have any effect on gameplay. The pictures aren't even that epic. There is a lot of mist and the camera positions are odd, there is nothing obscure or interesting in there like in the concept art images you guys have. I'm not saying it's crap. It looks nice, but it seems to show off the unreal engine more than the work you have put into it. I understand there is a lot of time consuming stuff involved in getting workflows/networks/team members set up and that once the groundwork is in it gets faster and easier to create, but is that really the most populated level you have? One tree that is just a billboard? Considering how long this has been in coming, I was expecting something extremely sexy.
I am following wake up call quite avidly, your concept artist is damn talented, but I'm wondering if your level design/3d artistry is up to scratch. I hear your emphasis on the WIPness of these shots, but if they are that much a WIP, were they really ready to release to a possibly ravenous public? Please don't take this negatively, I hope I have brought up some good points for you guys about really thinking hard on each piece of media you release, and I hope that the next update is really stunning.

+3 votes     reply to comment
fragfest2012 Author
fragfest2012 Jul 19 2012, 1:22am replied:

Well, the deal is, we don't necessarily care if things are "release worthy" in that sense. To us, "release worthy" means that it shows some progress to our fans. We don't need everything we show to be perfect to show it, we like showing WIP to keep you guys interested with something. If we focused on polishing that much, we would hardly ever show anything, and that is just not how we like to work. As for the rest, yes, we have been "in development" for a while, but we are only now really getting into development. I would say a lot of the time spent so far has been in refining the game's concept into what it is now, which is a full-fledged concept with tons of detail and whatnot and of course concept art. Now, we are actually ready to get this stuff in-engine and playable and showable. This is just the first step, of many, in our process. This shows that we are making progress and we are getting somewhere. As for the comment on the terrain, we are using the landscape system with one placeholder rock mesh from UDK duplicated, rotated, and scaled many times. And personally, I think the landscape itself is quite good. I promise we will be showing more and more versions of this level as stuff gets put into it and whatnot, as well as several other things as they come, but we are no AAA studio. We work for free, in our spare time, doing what we can. We spent a lot of time in refining the concept of the game where we didn't have many if any 3D guys. At the moment, the only 3D guys we have are character guys (shows the lack of environmental stuff) except for one guy who was gone for two weeks on vacation up until like three days ago. We are now sort of rallying and getting ready to make a big push for Wake Up Call. We have several things planned and we are creating several concepts and getting groundwork in place for the push. When we get there, there will be epic stuff, and you will all be impressed, and of that I promise you.

+1 vote   reply to comment
fragfest2012 Author
fragfest2012 Jul 19 2012, 1:22am replied:

And, as a final note, the nest update will be much more epic. I promise you that. And, overall, I still want to thank you for the feedback, not only do I like feedback of all sorts, but you raised some points that some others may be afraid to raise or not care enough to raise. But, in the end, the update was a success because we gained over 20 watchers.

+1 vote   reply to comment
CupMcCakers Jul 30 2012, 5:19pm replied:

Hello, My name is George Hulm, I am the Level Designer responsible for the screenshots that you are talking about. Before the last update I requested that some of my work would be shown, and in hindsight, that was a rash decision due to how extremely early WIP they were.

I could go on to tell you about how blown away you will be the next time you see what we have been up to, but I think that I'll let the next update do that for itself. Thank you for raising some genuine concerns, we have definitely taken on board your advise in regards to what we should show the 'ravenous public'.

+1 vote     reply to comment
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