THE UNIVERSE IN ART.
WAIT, IS THIS A GAME OR A MOVIE?
Both. We want to bring film lovers to an interactive world, and we want to bring game lovers to a cinematographic experience.
WHAT KIND OF GAME AND WHAT KIND OF MOVIE
A true tactical coop multiplayer experience in a procedural but art directed world. All enriched by a bizarre and transcendental universe and art. The story talks about transhumanism through the eyes of Demian, Chrys and Kromer, involved in a epic fight against the enigmatic Ancestors.
Intense combats, enigmatic towers and labyrinths, lost artefacts, a changing world, a unique mythology and a story that will unfold either playing solo, or with a friend while you progress in the uncharted lands of Kepler0.
Álvaro is an independent filmmaker, former VFX artist and game developer. He officially kicked off his career in 2010 as a 3D generalist. In 2014, Álvaro directed and produced an animated short SUMER, which swept a number of awards within the festival circuit, including an official selection at the Academy-qualifying Cleveland Film Festival. As a VFX artist, Álvaro has worked with a number of top facilities, including MPC, Dneg and ILM, where he created visual effects for a number of box office successes, such as The Jungle Book, Ready Player One, Avengers, Pacific Rim and Matrix 4, to mention a few. With the release of The Seed of
Juna pilot in 2020, Álvaro founded Mayhem Mirror Studios and won an EPIC Megagrant, to continue with the pre-production of the full-length feature film but also working as a director and game designer in CRETE.
CRETE count on the talent of Jay Elbourne as lead programmer, Andrew Boyles as programmer, Anastasiia Strutynska and Caroline Bailey as concept artists, Iván López and Luis Galindo as modelers, Jay Roxas as lead keyframe animator, Assumpta Campos as keyframe animator, Steve Otherr as composer and Laura Garnier, Dean Gregory, Sara Secora and Nazeeh Tarsha as actors.
We also count on the support and technology of SideFX, The Noiseworks and Target3D.
Most of the talent mentioned have their own jobs in the VFX industry, so the size of the team fluctuates depending on their availability. And that is the dream, to make CRETE big enough so we can dedicate all the time we believe it deserves.
There is no fixed date. However, we will present the project this year and evaluate the scale of it.