Prologue is a tech demo designed to show off the massive terrain generation tools that we are developing for our larger project, Artemis.
Concept Art & Work-in-Progress Screenshots from Prologue
It gives you a simple objective designed to guide you through the world: get from one place to another in the face of a winter storm, using your wits and scavenged tools to survive.
Every time you click play, you’ll get a brand-new world generated just for that session.
Because Prologue is intended to be a tech demo rather than its own game, it will be a pay-what-you will experience, and you’re more than welcome to try it out for free.
Project Artemis is a massive multiplayer sandbox experience.
An example of our AI-assisted terrain generation technology
The goal is to be able to procedurally generate realistic worlds thousands of kilometers wide as rich and textured as the real world, full of hidden corners, massive mountains and dark forests.
We want to let thousands of people loose onto these giant maps to explore, build and create with as few limits as possible. We want to make a place where you can go.
Many of the details of how these worlds will work, and what you’ll do in them, are still being worked out. At the moment, we know that building these worlds and filling them with people and content will require a set of tools radically different from what’s available to us today.
Project Melba is a new engine being built from the ground up.
The humble beginnings of project Melba
Early on we realized that current technology was not suited to the specific needs of Project Artemis, and so we decided to pursue a custom solution.
Project Melba is built for scalability at its core, using technologies like data-driven design, multi-core processing and machine learning to power a planetary scale simulation. As our applied research division, Project Melba is a process, not a product. It allows us to ask complex questions from new angles in an effort build bigger, deeper worlds.