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Duangle

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hidden surface removal, level: boss 
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Duangle

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very basic emissive lighting and some quick procedural texturing.
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Duangle

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Gamasutra Feature.
“Creating a programming environment for the "deeply procedural" game "Nowhere" http://t.co/XfqH3hUewy”
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New blog article- "Conspire: A Programming Environment for NOWHERE"
It's time for another NOWHERE tech write-up. I've been tweeting about my work on Twitter up to the point where I was nudged to write a longer blog post about what the hell I'm actually doing, so this is an attempt at doing ju...
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Duangle

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Leonard wrote in the Nowherian form about our current progress with NOWHERE. 
http://nowherians.com/discussion/comment/254/#Comment_254
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In their circles
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Have them in circles
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Duangle

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In this article I provide a chronicle of our turbulent terrain development, what lessons I've learned and what's next. Also, why tetrahedra (probably) rule and voxels (mostly) drool. It was nearly one and a half year ago that...
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Duangle

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Not making the mistake of setting deadlines anymore? ;)
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navigation is back in.
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Look who's in this months @GameStar issue. \o/ 
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Duangle
 
Richtig :). Hauptstraße, nach einem sehr netten Interview und total übermüdet ;).
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Duangle

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We've created an @itchio page for NOWHERE: http://duangle.itch.io/nowhere
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Duangle
 
Thank you :).
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Story
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We are developing a video game called NOWHERE.
Introduction
Duangle is a timey wimey wibbly wobbly two-headed independent game studio located in Dresden, Germany, planet Earth. Leonard Ritter is probably more known by his electronic music act alias paniq and in charge of half of everything. The other half is dominion to Sylvia Ritter, who also happens to paint amazing mental landscapes for quite a while already. The duo is not only best friends, but also married, which makes Duangle a family-owned business.

People dig mission statements, so here is ours: Our mission is the creative development, realization and exploitation of our own entertainment concepts for electronic media, preferrably computers and game consoles.