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Indivisible - RPG from the Creators of Skullgirls

Created by Indivisible: RPG From the Creators of Skullgirls

Indivisible - A 2D Action RPG from Lab Zero PS4/XB1/Win/Mac/Linux

Latest Updates from Our Project:

Fri Jul 15 '16 Announcement
almost 8 years ago – Fri, Jul 15, 2016 at 07:08:38 PM

Hey, backers!

We mentioned in the last update that we’d recorded the Anime Expo 2016 panel, and now the videos have been uploaded to YouTube!

Check out the main Indivisible segment of the panel right here:

And here’s the Q&A segment from the end of the panel:

 

If you dropped by the Lab Zero booth in the Exhibit Hall, you may have caught one of the art demonstrations going on there. While they’re not completely finished pieces, they are still stunning and we wanted to share them with you!

Here’s Alex Ahad’s:

 

And here’s Mariel Cartwright’s:


And Richard Suh’s:


Senior Animator Jonathan Kim gave a quick demo of the animation process. This is a rough animation for one of Ajna’s bow abilities. It may ultimately look different in the end, but it’s a good example of what an animation for Indivisible looks like in the early stages.

During the panel, our new full-time clean-up artist Jessica (@nomnomnami) did this adorable doodle of the prototype characters:


Finally, back at the booth, this person stopped by in with FANTASTIC Ajna cosplay!

Next time we’ll take a close look at the denizens of the Fortress Vimana.

Have a great weekend!

Follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!

Mon Jul 4 '16 Announcement
almost 8 years ago – Mon, Jul 04, 2016 at 05:56:24 AM

Good morning, backers!

Just a very quick update today. We hosted a panel at Anime Expo the other day and debuted this cool sizzle reel featuring some work-in-progress content. Check it out below:

This video also features the first draft of the main Indivisible theme from the game's composer, Hiroki Kikuta!

We also had the panel recorded, and we're working to get that edited and posted online so we can share it with all of you. We'll let you know when it's up. Thank you to everyone who came to the panel!

For the latest news, be sure to follow us on Twitter (@IndivisibleRPG) or on Facebook.

Tue Jun 28 '16 Announcement
almost 8 years ago – Tue, Jun 28, 2016 at 03:26:20 PM

BackerKit Surveys Coming Soon

Hey, backers! Hope you had a good weekend and enjoyed the last update!

Today’s update focuses on campaign logistics: fulfillment of goods and upgrades.

The Indivisible campaign will be fulfilling with the help of the excellent BackerKit service - if you’ve crowdfunded other projects, you’ve probably have some experience with BackerKit and know how easy it is to use.

Once we set everything in motion, you’ll receive a BackerKit survey at the e-mail address you contributed from. Clicking the link will let you fill out your mailing address and any other information. You can update that information any time in the future before the final shipments go out.

The only rewards we’ll be sending out now are the Steam codes for How to Survive and Brothers - everything else will be distributed in early 2018 when the game ships. If you’ll recall, all contributors receive a code for How To Survive, and all contributors $100 and over also received a code for Brothers!


Tier Upgrades Through BackerKit

Additionally, you’ll be able to upgrade your contribution using BackerKit’s store features any time before the game ships.

Once the BackerKit surveys go out, we will no longer be accepting tier upgrade contributions through Indiegogo, and will only accept BackerKit upgrades.

New contributions, however, can still be made through Indiegogo.

The BackerKit upgrades will be handled via their store interface, and will be limited to tiers up to the $500 “Patron” tier.

Furthermore, if you you’ve previously tried to upgrade manually through Indiegogo by combining multiple contributions, please make sure BackerKit has you starting out at the correct tier! If your tier is incorrect, please contact indiegogo (at) labzerogames (dot) com and we’ll try to resolve things as quickly as possible.


Upgrade Campaign

When the BackerKit surveys go out, we’ll also be revealing mock-ups of some of the physical goods that didn’t have them before, namely the backer-exclusive Limited Edition Physical Version, the T-Shirt, and Giclee print.

While none of these designs are final, we think being able to see roughly what we have in mind for these items may entice those of you who are considering upgrading and help us reach the next stretch goal.


Removing Patron Saint Tier

Finally, on July 11th, 2016 we’ll be discontinuing the Patron Saint Tier. So if you’d like to contribute at that level or upgrade to that tier, please do so before then, because there won’t be another chance to in the future.

Thu Jun 23 '16 Announcement
almost 8 years ago – Thu, Jun 23, 2016 at 03:29:37 PM

Hey, Indivisible backers!

A quick heads up: Lab Zero Games will be at Anime Expo next week! We’ll have a panel on Saturday, July 2nd at 5:45 in LP2, and we’ll have a booth in the Exhibit Hall at booth numbers 426/526. You can view more details for the panel here. Don’t miss it!

Today we want to give you a close look at another area Ajna will venture through: the massive flying fortress we currently refer to as "Fortress Vimana."

The fortress itself belongs to Supreme Lord Ravannavar, whom you'll get a closer look at later on. In the meantime, we’ve done plenty of concepts for both the environment itself and the enemies you’ll encounter in the area. This update will focus on the Fortress Vimana environment, and we’ll tackle the enemies in a future update.

As always, please keep in mind that this is all early concept art and all designs are subject to change for the final game.

One obvious thing we’ve had to consider is the exterior of the fortress. Here are some of the ideas we’ve had so far:

But the majority of the time spent here will be inside this beast! Here are a number of concept pieces exploring what that might look like.

The thumbnail sketches above are small snippets of what a particular section of an area would look like, trying to establish the mood and tone of the environment.

Then we have some deeper explorations of the environment, playing with colors and trying to establish a palette.

At the same time, we’ve been working with the concept art house Aquatic Moon on “call-outs,” or more detailed renderings of props and other other elements that help fill out the environment and help our modelers realize these concepts in 3D.  They’ve been concepting up a storm, providing a more granular look at how the environment can be built using various pieces.

Elements like these help us get a good idea of how we can design a set of modular assets to achieve a good amount of variation and make sure the level doesn’t feel too repetitive while still working with the general theme of the environment.

That’s all we’ve got for now - next time we’ll look at some of the enemies you’ll be squaring off against in Fortress Vimana.

Follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!

Tue Jun 7 '16 Announcement
almost 8 years ago – Tue, Jun 07, 2016 at 04:38:36 PM

We’ve got an exciting video update to share with you!

 

Here’s a little more about the new members of Lab Zero:

Francesca (@franimal_LZ)

Francesca, a.k.a. Frani, got her start in gaming at Pandemic Studios, where she first met Mike Z. After graduating from college with a degree in animation, in 2010 she got a job at Riot Games working on League of Legends, first as a Production Coordinator and later as an Art Producer, where she remained for 5 years. The idea of working on a new game genre and smaller team is what attracted her to Lab Zero; plus the chance to pester Mike again was just too good to give up. ;)

 

Eric Kozlowsky (@vonkoz)

Since 2002, Eric has been making games look amazing! He's worked on titles like Uncharted 3, Brütal Legend, DKC Tropical Freeze, and most recently Mass Effect Andromeda. But the desire to work on the type of games that inspired him as a youth is what brought him to Lab Zero, and we're pretty jazzed to have him.

Check out his work here: landofkoz.com

 

Robert Thomas (@renderling)

Robert has worked in games and computer graphics since 2010, at places including Blizzard Entertainment, Avalanche Studios, and Disney Research. He loves fighting games and 2D action games, and hopes that there are museums for sprite-based animation in the future. He's thrilled to be working at a company filled with people who love the art form of video games and take making thoughtful, well-crafted games so seriously.

 

Willy Hwang

Willy has been working in the entertainment industry since 2006, first doing odd jobs at Pixar and then creating stages and cutscene backdrops for Skullgirls. He enjoys sleeping and watching cat videos on the interwebs.

 

Chris Matthews (@itsMrPeck)

Chris Matthews started making games at Lionhead Studios in 2009, then moved to Wonderstruck 3 years later to work on Boundless and The Marvellous Miss Take. Since Skullgirls was first released he has played it competitively, traveling to tournaments and releasing combo videos under the name Mr Peck. He was drawn to Lab Zero by his obsession with 2D action games and RPGs, and the opportunity to one day secretly buff his Skullgirls characters when Mike isn't looking. :^)

 

Chris Ko (@junkpuyo)

Chris Ko has been animating as a Skullgirls contractor without breaking a sweat since early 2010. With Indivisible funded, he packed his bags and moved west to settle down on the Lab Zero ranch. Now he’s ready to animate till his arm falls off!

 

Follow Indivisible on Twitter or on Facebook for the latest news!