We’re currently a company of 76 employees, and the team working on Trine 3 is about 60 people. The end-result will hopefully speak for itself! The Team
Trine 2 complete story low gravity field update#
Overall, we’ve had a very positive start and we’ll continue to update the content and making the game run smoother throughout the Early Access period. There’s also been a few strange glitches that have only appeared on certain hardware or certain combinations (like a weird screen flicker issue which took a few days to figure out).
I think Early Access will help us make a better game, as the players have already caught an immense number of bugs and given us a lot of suggestions and things to think about.Ī big challenge for us has been the optimization of the game – 3D has made it quite a bit more demanding on hardware, so it’s good that we’re getting info from a wide range of devices from different users. The change to 3D gameplay was quite huge, so we wanted to get some early feedback from users on how it’s working for them and how we can improve everything. Of course there’s always a worry about showing something unfinished to the public – but we like to polish everything we release even in Early Access as much as we can manage, so the worries are perhaps not as big. You can launch from a button on the launcher used for the actual game. For those interested (who own Trine 3: The Artifacts of Power on Steam), you can take a look at the public version of the editor on Steam, it’s quite similar to our development version with a few minor differences. The actual asset implementation into the game is done with our own internal tools. Our artists use a variety of tools, including Modo, Maya, Zbrush and 3D Coat for modelling/texturing, Softimage for animation, and of course Photoshop. The only outside additions to our engine are PhysX for physics and Wwise for audio.
We use our own engine to run things, and our own editor for all the level design. Getting those to work really well in 3D is our biggest feature, and something we hope to iron out to the fullest during Early Access. We wanted to have a wizard who can use boxes and be able to levitate things, and we wanted a Thief who can use a grappling hook and shoot arrows, and a Knight who can fight, smash things and fly around with his shield. Our main goals were to make the game playable in 3D, and that meant redesigning all the characters from the ground-up, while keeping their signature abilities and characteristics “intact”.