Far From Humans

Under construction

From a drawing to a place, from an intention to the feel of a game. The work behind flight, exploration and life aboard.

Far From Humans is being built around flight, on-foot exploration and life aboard. Texts and visual studies set directions. The work is to put them to the test in the game.

Bringing it together

We want to bring movement, camera, combat, flight, dialogue and life aboard into a representative sequence. The point is to feel how these elements work together, and revisit what does not hold up.

What we want to test

Does the Voidrunner feel good to fly? Can you read a fight quickly enough? Does a conversation leave a trace when you return aboard? These questions guide the design.

Transitions, cameras and saves also need to be tested in context.

From drawing to game

An illustration sets a direction. It helps explore light, materials or the scale of a place. It is not enough to establish that a space is playable or a feature is finished.

Images shown on the site keep their status: concept, visual study or artistic target. The transmissions are a way to explain the work behind those choices.

Following what comes next

Progress belongs here when there is something to show and explain: an image, a design decision, an experiment or a tested sequence.