Voice acting?!

Tonight Marko and I went in the pouring to record som voices for Embrace.

We went to my friends studio and did some voice acting, Im not sure if we should call it voice acting really.

What we did was make silly sounds to match moods of our NPC’s. It was truelly tricky and some times hilarious to try and make up sounds that express the feelings and also different styles of the NPC’s. It was a fun and all through educative experience.

Now I really need to sleep, ’cause next week is crunch week!

Embrace It

Good night

/Jesper Engström


Embrace the foliage

The landscape is now filled with foliage! This works very well in Unity. The paint foliage brush allows me to paint grass, flowers and other decorations on the terrain. The brush can be used to paint both textures and meshes and it’s easy as pie. I can also edit my grass really easily in Unity with the following options:

This is how it looks in game:



Hall of Epic Fails

Let the pictures speak for them selves…

Epic Boob face

Epic Seppuku Kid


the first QA results

The response from our first couple of focus testers have been very good.

It is indeed a great experience to see someone pick up your unfinished game and understand the controls and core thoughts without any guidance.
And they started of straight away trying out the buttons and seeing what they could do. After that came the experimenting with cause and effect so our thoughts are indeed interpreted more than we hoped for.
Also we got some great feedback on our only navigation system that is quiet unique and there for very hard for the experienced gamer to look for. But thanks to this we have a solution on how to make it clear right from the beginning without spoiling any details.

Looking forward to some more focus testers tomorrow now that we have the start and ending in place
“Embrace your self”

/Jesper Engström


With only 2 action buttons explore the world and use your imagination to see what is possible. You are not required to play in any specific way. The game is built without any visible goal. The more you play the more you learn the controls to be ready for a twist at the end of the game. The 2 buttons are named Embrace and Shun, this is also the only input we give the player before the experience kicks of. We want to intrude on the gamers thoughts about the game as little as possible before it starts and also we want to give them the only controls in a easy manner to spare the player from trying to find more. Embrace your own experience.

Not to empathize more or less on any of the 2 buttons we choose to display one name in the top right and one to the bottom left just as flash text in the movies when you have 2 names that are equal important for example when 2 producers made a movie together or when 2 big actors both play the main role in the picture.

Not knowing and wanting to find out is what drives you to play Embrace, games today almost exclusively tell you exactly who you are and what to do. To not hold the players hand through out the experience we don’t want any dialog, text or intractable items exaggerated with stuff like glow making it pop out from the world.
We want you to feel insecure and small in the wild and that everything fits in and is a real part of this world. The pacing should be slow to give you time to reflect and imbibe. We don’t want boars to be everywhere because the excitement of finding one will be lost and it is not easy to hunt them either. We are truly challenging today’s quick information flow and trying to bring back more of an old school hardcore way of gaming in a new style.
Almost all games today are about powerful devices and upgrading it, may it be a gun or spells. As you can see in the real world nowadays too, you have your IPhone or what not and upgrading it equals satisfaction. Todays games are all about acquiring and executing power. I don’t say this is not good, it is indeed a very interesting and powerful tool but what it does is that it distracts us from paying attention to the wonders of the world. Which is of utmost  importance to this interactive story and this is why we choose to do the contrary.

We have a invisible XP system to tell the game when the player is ready for the end scene. We don’t want to force any feelings or ways to play this game so we leave as much as possible unsaid. The game doesn’t have a name, only the two action buttons do have a name, and that is all you get before you get thrown into the world of of this little child.

Another conscious decision is to skip GUI and HUD, it is not needed, we don’t want to stupefy our audience and we want them to embrace their own fantasy and intuition.

Do you want to hug trees or hunt? Maybe you do both, are you helpful to your villagers or not, or again both, it is all up to you to feel and interpret the game. It is like a painting, the artists feeling when he is painting doesn’t have to be the same you have as an observer. You build your own narrative and expectations.

/Jesper Engström

Build a game in 6 weeks? Build it from the middle!

A very conservative way of thinking is to kill your darlings. Of course we do concor it is just that in this game we dont kill anything we just add….

The first day we came to the conclusion that if we were to make a hole game and not just a verticle slice of some, already made boring tripple A genre type of game in 6weeks we needed to build it from the middle, making the circle around the core bigger for every week.

The core game is there from start and all we do is to build on to the experience, enhancing it for every week. We have our only two action buttons, “embrace” and “shun” and an open experience with a village in the middle surounded by woods. The first week we nailed the woods and core mechanics and have ever since just kept on building the game. Following our conceptual mindmap over the world.

/Jesper Engström

Working with terrain in Unity


I’m currently in New York working on the terrain for Embrace (it sounds more ambitious than it is). The terrain tool in Unity is actually really flexible and the same goes for the paint texture tool. The tool is just a brush which is used to raise, lower, smooth the terrain and so forth.

There not much to show at the moment of the landscape. It’s just a big, clean landscape with large hills, a river and some test textures. But here’s a picture! Look closely and you’ll see a white “pill”. That’s our guy!

// Andy

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