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Outer Wilds Launches New Crowdfunding Platform, Fig!

8/18/2015

 
CLICK HERE TO SUPPORT OUTER WILDS' FIG CAMPAIGN!
We here at Mobius Digital are very proud to be the launch title on the revolutionary new crowdfunding platform, Fig. Fig is a crowdfunding platform made by gamemakers for gamemakers and gamers alike that's designed to create a better platform tailored specifically for games.

And, even better, they're curating what titles can be on their platform so you know the games on Fig will definitely be finished. Fig was created by the heads of such legendary indie studios as Double Fine, Obisidian, and inXile, and we are super honored that they chose  our 2015 IGF Grand Prize Winner as their first title.

We've been very humbled that super busy, talented guys like Brian Fargo and Tim Schafer have taken the time to participate in our campaign videos, play our games, give us advice, and provide resources throughout our production because they believe in our game and our studio.
We are very excited to be a part of a platform like Fig that is revolutionizing the way games are being made and making sure unique creators are getting the budgets they need to bring amazing, wonderful games to the people who care about the most.

If you agree with us, please take time to support Outer Wilds. We need your support! This award-winning game is now getting the full time, full team commitment it deserves, but we can't do it without you.
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Wallpaper, Concept Art, GIFs

8/11/2015

 
Greetings from Outer Wilds Ventures!
Intrepid travelers, we have been delayed in our announcement of our industrious expedition for another week. Whether you're in front of a fire pit or in orbit, stay close to your news sources next Tuesday, August 18th, for an important Outer Wilds bulletin!

Until that moment, we leave you with wallpaper, concept art, our new logo, and a GIF of the new art direction. Enjoy!
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Changing The Outer Wilds Art Style

8/5/2015

 
Greetings from Outer Wilds Ventures! A new traveler has arrived from deep in the forests of Timber Hearth, and he brings with him a new discovery that will change our solar system at its very foundation...his name is Wesley Martin, and he joins the Ventures as our Art Director!

When I first played the alpha of Outer Wilds, I was immediately drawn into a lovingly hand-crafted world that sparked my imagination at every turn. Now that I'm working on Outer Wilds, I am excited to bring the same level of lovingly hand-crafted goodness to the visuals of the game. There's a lot of work to do in the art department, so let's roll up our sleeves and get started!


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Alpha image of one of the Travelers
The art in the Outer Wilds alpha is mostly designer art designed to test out the feel of the game without spending too much time worrying about the details. The more polished parts of the visuals come from student work, so even at its best the alpha has a long way to go. That said, there is a certain charm to the simplicity present in the current art, which often leaves the details to the player's imagination, lending the game a level of abstraction that improves the overall immersion.

The goal for the new art direction is to preserve that abstraction, but bring in a more refined aesthetic so that the game encourages the player's imagination rather than relying upon it.

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Art Test!

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Demaking Outer Wilds

7/30/2015

 
Hey traveler! Alex here, transmitting live from our Story Simulation Center on the moon (the low gravity is great for tossing around weighty narrative concepts). Most of the work we do up here is still under wraps, but today we're going to take a small peek into how we build and test the underlying mysteries of  Outer Wilds.

Archaeology In Space

It might have all the trappings of a space game, but I like to think of Outer Wilds as a narrative adventure game that just happens to take place inside a (miniature) astrophysics simulation. As players explore each planet, they discover pieces of embedded narrative that reveal the history of the solar system and the ancient race that used to inhabit it. These pieces also act as clues that point to each other and to special hidden locations, or "Curiosities", where players can find answers to the game's biggest questions (i.e. what's really going on).

Considering the scope and complexity of our narrative structure, it's pretty important that we test whether or not players can understand the clues, find the Curiosities, and piece everything together into a coherent story. Which brings us back to the bit about all of this taking place inside an astrophysics simulation. Testing for narrative comprehension is extraordinarily time-consuming when players can't even access most of your content without (among other things) learning to fly a spaceship. We needed a way for players to test the game's entire narrative structure in a fraction of the time it would take during a normal playthrough.

"It's Only A Model"

Our solution was to make a paper prototype that completely abstracted away the space travel and focused on what we wanted to test: the underlying narrative structure.
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Brittle Hollow as depicted on a bunch of cut-up note cards. I'll admit that is not my best black hole.
Major locations on each planet were represented by note cards, and players were given a limited number of turns to move between them each round (if you've played the alpha you can probably guess why). Players could also spend a turn to explore a location, which occasionally meant flipping over the card to reveal hidden information, and more often involved me just describing what they found there.

Overall the prototype worked surprisingly well. It gave us valuable insight into how players were interpreting the clues and understanding the story, and by essentially DMing each session I had a lot of flexibility to adjust content on the fly. We noticed that all of our playtesters quickly resorted to jotting down their discoveries on a notepad, which pretty much confirms that the onboard ship computer should keep track of your discoveries.

From Paper to Processing

The next step, which was both totally unnecessary and absolutely worth it, was to recreate the paper prototype in an open source Java library called Processing.
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This is now a thing that exists.
In addition to the basic structure of the paper prototype, the digital version added simple probe, telescope, and ship computer mechanics, essentially making it a feature-complete demake of Outer Wilds.

One of the most surprising results was that the telescope mechanic worked better here than it does in the actual game. Whereas players tend to forget the telescope exists in the real game, players used it quite often to hunt down signals in the text adventure. As a result, we're actually going to modify the telescope in the real game based on the design of the text adventure!
Somewhat ironically, the biggest problem with both prototypes is that they were too effective at concentrating the game's narrative content. The story in Outer Wilds is designed to be experienced piecemeal over a long period of time, not devoured in one sitting. Several players were overwhelmed by the barrage of information learned at each new location. Of course these same locations are far more spaced out in the real game by, you know, space. Still, it's good to know that a bit of downtime is actually necessary to give players a chance to digest new information.
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The solar system in glorious 2D vector graphics!
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A hint of things to come...
Between these two narrative prototypes we now have a much better idea of what the game feels like when all of the pieces are put together. Our next big challenge is to translate the descriptions from the text adventure into fully realized 3D spaces. We've got a lot of content to make, but it's nice to know that all of it is  probably going to make sense.

Onwards!
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A  Very  Narrative  UPDATE!

7/7/2015

 
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Greetings from Outer Wilds Ventures! Our latest transmission comes from Kelsey in the Narrative Department, who is making sure you'll have the most wonderful story to tell after your amazing stay in Outer Wilds!

Three guesses which games are major inspirations for Outer Wilds’ narrative and in-game text! If you guessed offhandedly snarky titles like Grim Fandango or Curse of Monkey Island, then you win bonus points, because the easy answer is “pretty much any Zelda game.”

Weirdly, I have not played much of Majora’s Mask, which is obvious OW design influence; I was a latecomer to consoles, so my first experience with the Legend of Zelda was on the Game Boy Color, and the charmingly bizarre characters and races in Oracle of Seasons and Oracle of Ages made a big impression on me. In Oracle of Ages you have the Tokay, friendly giant lizards obsessed with meat that steal your items when you land on their island and go around saying off-kilter things like, “There’s a winding maze beneath this island. Maybe.” Oracle of Seasons has the subterranean-dwelling Subrosians, a secretive be-robed species who are really into digging for ore chunks and dancing. That’s also where you’ll find the Subrosian Smithy, one of my favorite places in the Zelda multiverse, where your choice of dialogue when requesting a job is between “Make it fine!” or “Do whatever.”

The point I’m trying to make is this: my favorite games have always been the ones full of interesting characters and unique races, because that’s what really sucks me into a story and makes me feel like part of the world. What would Ocarina of Time be without the Gerudo and Gorons and Kokiri and Zoras?


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Breaking the Laws of Physics

7/1/2015

 
So we finally tried updating the Outer Wilds project to Unity 5 this week! After several thrilling hours of tweaking the entire code base to work with the new (admittedly much-improved) Unity API, the last compile error finally vanished and I eagerly pressed the play button.

This is what I saw.
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Those who have played Outer Wilds before know that the game begins with the player character looking up at the sky. This is technically a screenshot of that scene, albeit with a few notable discrepancies. Let's ignore all of the weird graphical artifacts for a moment (those are to be expected when upgrading a project) and focus on the fact that the player character has fallen through the ground and is well on her way to the planet's core. If you haven't played Outer Wilds, I should note that this is not how the game typically starts.

A cursory glance at the error output window revealed the source of the issue.
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The console contained 999+ identical errors reading "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5". Non-convex (or concave) refers to geometry featuring negative topology (valleys, caves, tunnels, etc), and non-kinematic rigidbodies are objects that can be moved by physical forces. This error essentially means that dynamic physics objects can no longer have negatively-curved geometry in Unity 5.

In most games this isn't a problem. The most common use for convex colliders is level/terrain geometry, which by definition is usually static. Objects that need to be simulated with physics tend to be simple enough that their shapes can be approximated by one or more convex colliders.

In Outer Wilds, literally everything in the game is moving at very high speeds due to real-time physical forces. Each planet is a non-kinematic rigidbody that is actually rotating about its axis as it zooms around the sun. Every planet also features a  terrain that relies on a non-convex mesh collider to prevent smaller physical objects (like the player) from falling through it. Likewise, your ship is a dynamic rigidbody that needs a non-convex collider so that the player can walk around inside the cabin while it's in-flight (fun fact: we have to apply a counter-force to the ship at its point of contact with the player, otherwise the player's weight would cause it to spin ever so slightly).

A quick google search revealed that the ability to marry non-convex mesh colliders with non-kinematic rigidbodies was discontinued by the physics engine itself. Unity 5 uses the latest version of Nvidia PhysX, which apparently no longer supports that feature (probably for performance reasons). In short, it's not something that's going to be fixed anytime soon.

That leaves us with a few options:
  1. Replace every non-convex mesh collider in the game with a bunch of convex mesh colliders. This is almost definitely a terrible idea (imagine trying to create a tunnel out of convex shapes).
  2. Secretly make every planet static...it only looks like they're moving. This is problematic because we'd lose all of the cool side-effects of actually simulating planetary motion (try jumping straight up on the moon and notice how you drift across the surface depending on your distance from the equator). Theoretically you wouldn't notice a difference if we correctly simulated Coriolis forces, but that is a massive "if".
  3. Make every planet a kinematic rigidbody (instead of non-kinematic). Kinematic rigidbodies can still be moved manually, but they are not affected by forces. We'd have to write our own physics simulation to achieve planetary motion and crazier stuff like the islands on Giant's Deep. We'd also need to choose an integration method that closely approximates the one used by PhysX (the internet says it's probably this one: https://en.wikipedia.org/wiki/Semi-implicit_Euler_method).
  4. Keep using Unity 4.
We're still weighing these options against each other, but right now we're leaning towards either 3 or 4. It just goes to show that when you make a game that blatantly ignores how its game engine is intended to be used, these types of problems simply come with the territory.

Then again, I suppose we wouldn't want it any other way.

--Alex

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Masi  Oka  Discusses  Producing  IGF WINNER  Outer Wilds

6/25/2015

 
Masi Oka's name is traditionally linked with the television screen instead of the gaming screen, but the star of Heroes and Hawaii Five-0 has always had been drawn to the world of gaming. "I grew up loving games and am still a big gamer myself," said Oka, a former World of Warcraft guild officer. "I love creating things, and loved the idea of creating something from zero to product in a shorter span of time.  Movies can take many years, sometimes tens of years from conception to finish, while games can be created in a fraction of the time."

Oka in fact worked as a digital artist at George Lucas' famed VFX house Industrial Light & Magic before stepping in front of the camera. Two years ago he decided to create Mobius Digital, a studio dedicated to exploring fun, quirky, innovative games with rich story worlds.

"When I was building my studio, I sought out talent at the USC Interactive Media and Games department demo day," Oka explained. It was there that he saw Outer Wilds for the first time. "It was love at first sight. The only game that really caught my eye and I found that I would want to play was Outer Wilds." 
At the time it seemed like the chance to bring Mobius and Outer Wilds together had passed: creator Alex Beachum had decided to take a designer position at Microsoft. 

Oka hired Loan Verneau, fellow USC alum and creator of 2014 IGF nominee Paralect, to be lead designer at his studio. It so happens that Verneau & Beachum were best friends and co-collaborators in grad school, and when Beachum returned to Los Angeles, he came to work at Mobius.
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Pictured (L to R): Alex Beachum, Masi Oka, and Loan Verneau

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All Systems Go

6/17/2015

 
I've been chipping away at Outer Wilds in my spare time for what feels like an eternity (or at least something measurable on a geological time-scale), writing code by the flicker of candlelight* and occasionally updating the site in a vain attempt to reassure our fans that we haven't completely abandoned the project.

Well those days are over, because we're finally working on the game full-time at Mobius!

I am UNREASONABLY EXCITED about this, but I'll try to keep my use of all-caps to a minimum and fill you in on a few of the cool new things we're working on.
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More Content on Every Planet
Every planet in the game will have far more to discover in the final release. It's still a work-in-progress, but here's a small addition to one of the islands on Giant's Deep (hmm...something looks familiar). We'll also be reworking a lot of existing locations so that everything ties into the game's central mystery.
New and Improved Marshmallow Roasting
We're still hashing out the controls (recent playtesters exhibited nearly a 100% mallow incineration rate) but the new roasting system feels great once you get the hang of it. As much as I loved using that little thermometer to judge doneness, the whole process feels way more organic without it.
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Updated Ship Computer
Since we're adding so many things to find and explore, we're also updating the ship computer to help keep track of everything you've discovered. It won't tell you the answers to any of the game's mysteries, but it will keep a record of that ancient mural you think you might have seen on Brittle Hollow before a meteor hit your ship and you were momentarily distracted by falling into a black hole.
That's all for now, but this is just a taste, a morsel, a mini tea sandwich held together by sword-shaped toothpicks of what we have in store for Outer Wilds. I should probably get back to work, but we'll have plenty more to show in the coming months, so keep your eyes on the skies.

Happy Trails,
Alex
* possible dramatization

Meet The Team!

6/11/2015

 
We here at Mobius are super excited to start on Outer Wilds.  Since some Outer Wilds fans might be unfamiliar with our studio, we thought we'd give a brief rundown of the team and its history. Located in the Arts District of Los Angeles, Mobius was founded in mid 2013. Our core values are listed below, which Outer Wilds actually fits pretty darn well with--not surprising considering its creator works here!
  • EXPLORATION: We view games as portals into new worlds that challenge what the player knows. We want our games to scratch that itch of venturing off into the unknown, of finding out what the darkness has to offer. 
  • CULTURAL COLLABORATION: Our founder, our team, and our families have roots around the world. We're proud of our diverse heritage, and we seek to make art and games that combine our unique backgrounds.
  • EMOTIONAL IMPACT: We don't make games to make a quick buck--we make games to make a difference in our players.
  • NEW PERSPECTIVES: We strive to create game mechanics, worlds, and experiences that inspire our players to think of the world in a new way.
So: here' the team working on Outer Wilds. As you can see, the creative core that started the game is still at the heart of the production.
MASI OKA, FOUNDER
Masi is best known for acting in the hit show Heroes, but before becoming an Emmy-nominated actor Masi worked at renowned VFX house Industrial Light & Magic, helping create special effects for many famous films. An improvisor, a translator, an engineer, a businessman, one heck of a Karaoke singer, Masi is a man of many talents.

A lifelong gamer, Masi wanted to create a game studio that spoke to all parts of his diverse background, so he founded Mobius.
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ALEX BEACHUM, 
CREATIVE DIRECTOR
Alex initially created Outer Wilds as his thesis at USC's renowned Interactive Media program, and continued to work on the project in his off-hours while working as a game designer for Microsoft Studios in Seattle.

Alex joined Mobius to work on more intimate, challenging games while continuing to work on Outer Wilds.  A food scientist, a hiker, a Michigander, Alex is excited to finally get to work full-time on Outer Wilds again at Mobius.
Alex's Portfolio
LOAN VERNEAU, 
GAME DESIGNER
Loan is the creative director of Mobius. He & Alex met at USC and immediately formed a vital partnership: the duo have collaborated on almost all each other's games.

Born in Switzerland, Loan has lived on several continents and is a true citizen of the world. His thesis, Paralect, was also nominated for an IGF award for Excellence in Narrative.

Loan's Portfolio
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KELSEY BEACHUM, WRITER
Kelsey is a writer and editor that works in our satellite office in Chicago. She is responsible for the dialogue and narrative design that makes Outer Wilds so evocatively unique.

In her spare time, she's a ukulele-playing ex-roller derby girl who enjoys meeting new people, researching folklore, making things, drawing , and swing dancing.

Kelsey's Portfolio
ANDREW PRAHLOW, COMPOSER & SOUND DESIGNER
A classically trained trumpeter, Andrew completed his graduate studies in Scoring for Motion Pictures and Television at USC. His work has been featured in countless shorts, features, ads, and games.

Andrew first started collaborating with Alex at USC and has been an integral part of Outer Wilds since the beginning. Andrew joined Mobius in 2015 as our Audio Lead, and we forgive him for being from St. Louis.

Andrew's Portfolio


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ALICE LI, ARTIST
Alice is  classically trained artist who graduated from the Roski School at USC. She constantly takes commissions to festivals to sell her skilled work.

A native Southern Californian, Alice has been an integral part of Mobius since it started, and can basically crush anyone in karaoke. Seriously.

Alice's Portfolio
JEFFREY YU, PROGRAMMER

Another USC alum, Jeffrey graduated with a degree in Aerospace Engineering before  jumping into software development, where he's now quite seasoned working up and down the pipeline.

An avid gamer and history buff, Jeffrey has hit the ground running since starting in game development here at Mobius.
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WESLEY MARTIN, 
ART DIRECTOR

Wesley is the latest addition to Mobius, and we're thrilled to have him aboard! An amazing talent from the Laguna College or Art Design, Wesley spent a few years running up and down the art pipeline at Microsoft Studios before leaving for more challenging creative ventures.

A yoga enthusiast and a big believer in making games that matter, Wesley should fit in just fine with us at Mobius.
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AVIMAAN SYAM, PRODUCER
Avimaan met Loan & Alex at the USC Games Program, which he graduated from in 2014. 

Avimaan has worked as a software developer and project manager in his past, and has received recognition for his game writing, playwriting, and theatrical direction. Be on the lookout for the PS4 game he narrative designed, Fated, in the coming year.
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COMING SOON, 
ART DIRECTOR, ART PROGRAMMER, MODELERS, & MORE!
We are very excited to be bringing a few more members into our fold in the coming weeks, and we'll be updating this blog as we do so. Stay tuned!

Mobius Digital To Finish Development Of IGF Winner Outer Wilds

6/8/2015

 
We here at Mobius Digital are very proud to announce that we are beginning development to complete  Outer Wilds, the 2015 IGF Grand Prize Winner.  An alpha version of the game won top honors as well as Excellence in Design this March. The game lets players explore a universe both tiny & infinite, uncovering alien wonders and oddities, searching for the answers to the unknown mysteries that seize their solar system.

The creative core that made Outer Wilds will continue to be at the heart of creative development at Mobius. Creator Alex Beachum has been a designer at Mobius since early 2014,  and we'll be retaining the same level designer, composer, writer, and other integral members from prior development. 
Outer Wilds began as Alex Beachum's student thesis project at USC, and grew into an award-winning phenomenon as a labor of love that Alex worked on in his off-hours. At Mobius, Outer Wilds will get the full-time, full-team dedication and resources it needs to be completed. The Mobius Digital blog will have some updates, but our mailing list will be the main source for the most up-to-date Outer Wilds information.
We here at Mobius are very excited to begin development on Outer Wilds and see this amazing, wondrous game to completion. Expect more updates soon!
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Privacy Policy     Fan Content Policy
  • Games
    • Outer Wilds - Echoes of the Eye
    • Outer Wilds
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  • News
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  • Support
  • Contact
  • More
    • Outer Wilds: A Thrilling Graphical Text Adventure
    • Privacy Policy
    • Fan Content Policy