Hi @WakeUp,
I’ll express myself here as respectfully as possible.
If, after this post, you have no clear proof that I or my artists have faked anything, then I kindly ask you to refrain from making such claims in the future.
A tremendous amount of work has gone into all the visual projects we’ve presented so far, and these accusations are unfair to everyone who contributed to bringing them to life.
I’ll now outline all the details of how we created our visuals, which should also answer all the questions you raised in your last post.
If you truly have expertise in this field, you should understand every point I’m about to make.
Example 1 (Cinematic):
Desert City Destruction
The idea for this project actually came from the video you referenced in your earlier post: https://www.youtube.com/watch?v=i4JMV2LU4Jw.
I was inspired by this and by Star Wars.
All the assets seen in this video were purchased from KitBash, just like the artist in the video likely did.
I didn’t have the resources to build all the assets from scratch—this is a common practice in the industry, as I’m sure you know if you’re truly experienced in this field.
However, the real work lies in the details. I had to make each building destructible, which involved giving thickness to the geometry, correcting UVs, and much more.
This alone took weeks of effort.
The technical process:
Software Used: Maya 2022 and Houdini 19.0 for modeling and destruction.
Destruction Effects: Created in Houdini, which took up approximately 4TB of storage.
Rendering: Rendered in Redshift (Houdini) due to its speed as a GPU renderer.
Despite this, the project still took nearly six days of 24/7 rendering.
Compositing: Final compositing was done in Nuke.
Example 2 (Cinematic):
REBL District
This project was initially created for a client, and instead of simply pocketing the earnings, we chose to reinvest those funds directly into Skylab, in addition to the dApp staking rewards. This decision was driven by our passion and commitment to the project. It wasn’t just about delivering a product—it was about ensuring Skylab could reach the quality we’ve showcased so far.
You can find all the details in the Making Of video:
Gameplay(Realtime)
As @knacker65 mentioned earlier and as shown in our time reports, we’ve contracted multiple artists to help bring our game to life.
These artists have taken our 2D concepts and turned them into 3D models, textures, shaders, and animations (e.g., for the battle system).
However, 90% of the visual work presented so far, aside from purchased assets, was created by me personally using Maya, Houdini, and Unreal Engine 5.
We also use KitBash assets, which are specifically designed for commercial use.
You can review the results here:
A Note on Production
Everything you see in this trailer was created within one year.
Around 90% of it was done by me, and this is something I’ve been working on as a side project.
My primary job is what allows me to make a living.
Until we secure an investor, we’re working as efficiently as possible to bring this project to life—and quality takes time.
Summary
In one year of development for Skylab Game, I can confidently say—based on my 10 years of experience in the film industry—that we’ve worked extremely efficiently with a budget of approximately $50k.
Compared to VFX studios, our results speak for themselves.
The quality of the videos we’ve shared so far should make that clear. If there are still doubts or accusations after this, I’d ask you to refrain from further baseless claims and respect the work we’ve done.
If anyone neutral, such as an Astar ambassador, wishes to evaluate this further, we’re happy to provide additional insights.
Critique
It’s honestly frustrating that we find ourselves having to defend against baseless accusations. Let’s be clear: we’ve never stopped working hard on this project, and the results speak for themselves. See our monthly and yearly recaps, which are posted here on the forum.
That said, we acknowledge that there have been pain points in the past where we could have done better. Thanks to constructive voices in the community, we identified these areas and tackled them head on. For example, we addressed the lack of transparency and made significant improvements to ensure better communication and clarity about our progress and goals.
We’re now proudly an NFT community on the Astar Network, building a game that we believe in. Yet, despite this progress, being continuously attacked on all angles by a few community members feels incredibly disheartening. When you pour so much time, effort, and personal resources into something you’re passionate about, the hostility makes it hard to focus on what truly matters: creating value for the broader community.
We welcome constructive feedback and fair critique, but the negativity and baseless claims have to stop.
Thank you.