I’m pretty sure I’m not the only one that wished there was more content on the AK website. The good news is that there is more stuff coming. This includes character artwork, the Key Visual, a re-cut teaser as well as a proper trailer highlighting the kind of combat sequences you can expect from the series.
We’re currently putting together stuff for the Kickstarter launch which is slated to happen in August. However, since resources are limited due to everyone having real jobs and for the most part can only work on this project in our spare time, some of the things we’re planning on rolling out is going to take a bit more time to get ready.
I know some of you were pretty hyped up about the project after seeing the tech demo preview at Anime North and were hoping to get some more content here on the site. Getting you folks some content is of highest priority right now but I want to make sure you folks get something good, so please bear with us!
PS: The high resolution close ups that were promised of the character designs for our cosplay friends should be ready in a couple of days.
Abyssian Knights Project
Unreal Engine 4.12 was just formally released and along with it comes the new sequencer. This replaces the old Matinee system that we built the original tech demo for Anime North with. This new tool means we’ll need to relearn how we put things together. Pretty sure anyone who’s ever worked with the Matinee system in UE4 knows how painful it can be to work with at times. So while learning how to properly make use of the new sequencer is going to cause a minor in production, it should help us improve the flow of everything overall.
(Benchmarks from Cinebench R15)
Compiling code or shaders and building lighting always takes up a long time. While for a project like AK, it’s not that bad having to wait a minute or two every couple of minutes when tweaking shaders but having to rebuild the lighting at the production spec is a huge pain. Thanks to some friends in the High Performance Computing space(read: super computers), we’ve managed to acquire a used chip which would nicely upgrade the primary machine we use for development (which is the same one we plan on doing the final output rendering on).
The new chip cuts our wait times down to about 1/3 the time it did on the Intel 5820k we were using before. That means the time we waste waiting for builds has been down down dramatically.
To improve our lighting build times even more, we’ve also managed to get the Unreal Engine 4 Swarm working across a couple of machines. If things work out the way we hope it will, we’ll be able to get the swarm running on the render farm we have here at our office. It’ll be nice to be able to rebuild production spec lighting at preview speeds.
Why is this important? Less down time means more time for us to work on stuff.
Finally got around to getting Abyssian Knights formally copyrighted and the AK logo formally trademarked (or at least we started the formal process for it all). It’s actually totally unnecessary for us (or anyone) to go through these steps to copyright or trademark stuff and it really doesn’t mean much in the end. We did it to solidify that Abyssian Knights is a long term franchise that we hope to keep going for a while and that we’re not some fly-by-night operation that’s going to vanish on anyone.
Well.. that and it’ll be nice to legally use the © and TM symbols next to our stuff. It’s like we’re professionals or something!
Anime North 2016 is officially over and it was fantastic meeting everyone that came by the booth. Now that it’s over, here’s what you can expect from us in the near future.
Yeah I know the website sucks cause it doesn’t have a lot of material. We’re working on that right now. We’re getting a revised cut of the teaser/tech demo that was shown at our booth on here, getting some more artwork up on the site as well as more information on the web series / games.
Now that we’ve formally come out of the woodwork, we’ll put up a bit of a dev blog so you can all keep up to date with the newest developments here on the AK project.
While at the booth I’ve gotten a good amount of people commenting on the life size banners of our characters and speaking to a few of the cosplayers that stopped by the booth, I’ve realized that there are quite few people who would like to use our characters for a future cosplay.
Just to help the community out, I’ll be posting some high resolution images taken from the original 8k image we used for the banner and provide notes detailing what the parts are. Hopefully that’ll help the cosplayers out there. If not, just let us know via Twitter and we’ll see what we can do to help!
If anyone does manage to get some cosplay going, we’d love to see it!
Special note on the invitation card from the producer
Based on the stats gathered. I would like to congratulate the 114 who managed to decipher the code on the bottom of the invitation card. Of that it appears that only 50 managed to get past the first level and only 1 person has gotten to about level 5.
All I can say is great work, keep trying and good luck!
If you received an invitation from Anime North, Anime Central or just given one from one of our staff members. You’ll notice a code.
For those of you trying to decrypt it, here’s a hint,
“it’s not really a curse but a shaman might think it is”
ps. If you’re at the con, feel free to drop by our booth at DT10 if you’re not too sure if you’re on the right track!
An initial batch of invitations cards have been printed and will be presented at both Anime North in Toronto and at Anime Central in Chicago. While we still not be able to be on site for Anime Central, we will have a representative there with invitations at the Anime North booth(I think). If you’re at Anime North, just drop by our booth for an invite.