Unreal Engine 4, ECGC, and Helical Mobile
So it has been a while, and there is a lot to cover since the last blog post.
Firstly, we have replaced our UDK license, with an Unreal Engine 4 license, and will be moving DIVERSE to it. This change gives us a multitude of new options for development. On that note, I spent part of this week in Raleigh, NC at the East Coast Games Conference, visiting with the Epic Games team and getting hands on with UE4, getting tips from the experts who designed it. We’ve made some new connections, namely two new conceptual artists, Kyle Hanson and Kym Vantleven, whom we hope to be working closely with soon. It was a blast, and hopefully come next year we will actually be there with a booth, and some awesome demos.
Which brings me to my final point, the fate of Helical Mobile. Originally we conceived Helical Mobile as a secondary team, that would be able to work on smaller less ambitious mobile titles while the primary Helical team would proceed with the far more ambitious DIVERSE project. The concept was that by building a self-managed team and appointing a team lead, that myself and the other founders would be able to focus on the big project, and still keep things going as a company. But unfortunately, things didn’t go as planned, some members failed to properly communicate, and others eventually dropped off the radar entirely. This led to a temporary abandonment of the mobile project. However, with careful consideration, and some major restructuring, including the return of dylanbanks as our primary character artist, we have decided it is our best interest to make the mobile project our primary focus, and keep a small secondary focus on DIVERSE.
What this means, is DIVERSE is now moving back to a TBA launch date, and we will soon be announcing our first mobile title. We will also have some new information regarding changes to our Community and Associate Program.
We are very excited, and we hope you are too!