We are tempest, a student game development studio of four.We develop games with distinctive characters and environments, combining programming, 2D art, 3D character and prop modeling, level design, animation and sound.
Our work covers the entire development process — from the first sketches and gameplay prototypes to playable environments
02 — OUR APPROACH
From the initial idea to a playable world
01 / CONCEPT DEVELOPMENT
Exploring the game’s story, characters and visual style through research, sketches and concept art.
02 / GAME DEVELOPMENT
Building gameplay systems and designing levels, using prototypes to test how the player interacts with the world.
03 / ART & ATMOSPHERE
Developing 3D characters and props, arranging environments and refining animation, visual effects and sound to support the intended experience.
PROJECT 01 | SOLILOQUY
An adventure through a city where scent changes your perception of reality.Sterkh, the prince of the White Cranes, finds himself alone in deserted streets inhabited by shadows and hostile birds. His mother, the High Matriarch, has intertwined realities and taken control of his mind, drawing a sandstorm of oblivion over the city.To escape, he must travel through his memories and find his way out of a labyrinth shaped by his own ego before feathers consume his body.
01 — ABOUT US
Creating atmospheric games with a focus on visual storytelling
Environmental concept art
Character concept art
01 / BRIEF — The ChallengeTo create an atmospheric world with a blend of architecture styles, balancing the feelings of danger, abandonment and mystery.02 / CONCEPT — The IdeaA place that was abandoned by it’s people, forcing the Prince of03 / PROCESS — From Blockout to Final ScenesDeveloping the environment from basic 3D blockouts to complete scenes, focusing on architecture, composition, materials and lighting.04 / RESULT — The OutcomeA series of atmospheric 3D scenes that communicate the city’s instability, isolation and mysterious nature.
PROJECT 02 | DISTANT SUNS
01 / BRIEF — The ChallengeTo create an atmospheric world with a blend of architecture styles, balancing the feelings of danger, abandonment and mystery.02 / CONCEPT — The IdeaA place that was abandoned by it’s people, forcing the Prince of03 / PROCESS — From Blockout to Final ScenesDeveloping the environment from basic 3D blockouts to complete scenes, focusing on architecture, composition, materials and lighting.04 / RESULT — The OutcomeA series of atmospheric 3D scenes that communicate the city’s instability, isolation and mysterious nature.
PROJECT 03 | HAARI
01 / BRIEF — The ChallengeTo create an atmospheric world with a blend of architecture styles, balancing the feelings of danger, abandonment and mystery.02 / CONCEPT — The IdeaA place that was abandoned by it’s people, forcing the Prince of03 / PROCESS — From Blockout to Final ScenesDeveloping the environment from basic 3D blockouts to complete scenes, focusing on architecture, composition, materials and lighting.04 / RESULT — The OutcomeA series of atmospheric 3D scenes that communicate the city’s instability, isolation and mysterious nature.
Let’s create new worlds together!
We are looking for an indie publishing partner to support the further development and release of Soliloquy.Our team works across programming, 2D art, 3D character and prop modeling, level design, level art, animation, visual effects and sound.
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