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Ereban: Shadow Legacy News

Ereban's Shadow Merge Ability Explained

[h3]Hey, Baby Robot Devs here![/h3]

We are proud to report that Ereban: Shadow Legacy was featured on last night’s Gamescom Future Games Show! In our segment, Game Director Alejandro Márquez spoke in depth on what you can expect from the Shadow Merge mechanic. In case you missed it you can watch Alex’s section just below, or read on to find out even more about the Shadow Merge ability.

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SHADOW MERGE: ORIGINS

We’ve always been big fans of stealth games. Since we were children, we have grown up playing awesome stealth games such as Metal Gear or Splinter Cell, and this passion has continued with more recent titles like Dishonored, Aragami and A Plague Tale.

Unfortunately, we've always felt there weren't enough stealth games out there, so we really wanted to contribute to this genre that has given us such good memories. However, we wanted to do it our way and add something new to it.

Our first step was determining the main mechanic: traditionally, stealth games have used shadows and darkness to make you less visible, so we thought... “what if you could literally merge with the shadows?” Taking an entirely different game as reference, Splatoon, we started testing if it felt good to move through the shadows in a similar way they do with ink. That was the spark that originated Ereban and the Shadow Merge.



But apart from this original mechanic, we felt this was an opportunity to experiment a bit with the stealth standards and incorporate some properties from other genres we also loved. Enabled by the possibilities of this mechanic, we combined stealth with platforming and puzzles, making it more dynamic than classic stealth games and appealing to any kind of playstyle. No matter if you are a cautious or impulsive player or an explorer, this game will appeal to you.


SHADOW MERGE: ABILITIES


Now that you know the origins of the main mechanic, the Shadow Merge, we'd like to take a deep dive into it.

As we have mentioned, the Shadow Merge is the ability that allows you to literally merge with the shadows and navigate through the shaded surfaces like if you were swimming underwater. Let's take a look at the variety of possibilities this power has and why it makes you the perfect stealth agent!

Stealth
A big advantage of this ability is that when you’re inside the shadows, you’re totally undetectable. Imagine how useful this is to deal with your enemies discreetly! A few examples of what you can do are:
  • Smoothly advance under the enemies’ feet without being detected
  • Suddenly appear behind their backs if you choose to play lethal
  • Conveniently disappear right in front of their noses if you’re in danger
As long as you’re not flashed by a light or stay too much time merged in, the shadows have your back!



Mobility
Apart from the convenient stealth possibilities, the Shadow Merge also means a big advantage in terms of mobility. Here’s some of the stuff you can to do thanks to the mechanic if there are shadows in the area:
  • Climb walls and reach high and otherwise inaccessible places
  • Use moving objects or their moving shadows to navigate from one place to the other
  • Go through small spaces to access restricted areas, ignoring fences, bars or gratings
  • Jump from high places and smoothly land in a shadow, completely safe and silent
As you see, the Shadow Merge is very versatile, so it’s up to you to discover, experience and combine all its possibilities!



The communion between Ayana and the shadows is something innate to her lost race, the Ereban. As you discover more and more about your ancestors, you’ll understand how they managed to dominate the shadows and all their possibilities for generations. Find these sources of knowledge, absorb them, and you'll learn not only new upgrades for the Shadow Merge but also completely new shadow powers. Buuut that’s a new topic for another time!

If you liked the game and wish to know more about the shadow powers and the many other features of the game, make sure to wishlist us and follow us on twitter to get all our updates!

Thanks everyone,

- Baby Robot Games Team

Ereban: Shadow Legacy - Meet The Devs (III)


[h3]Hello! Baby Robot Games devs here yet again![/h3]

Last week we continued our blog series introducing you to the members of Baby Robot Games working on Ereban: Shadow Legacy - you met the whole Art Team and learned how they make Ereban look so good.

This week is no different! Today we’re very happy to introduce you to the Programming and Animation teams! Meet Alberto, Oriol, Pablo, and Jessica!

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Alberto Sánchez - Technical Director
Hello there! I’m Alberto, one of the founders and Technical Director at Baby Robot Games.

To get to my first memory I have from videogames, we have to go back to the summer of ‘99, when one of my cousins gave me one of the best presents I’ve ever received: a Sega Master system with Sonic, Ghost ‘n Goblins, Streets of Rage and many more classics... I would not leave my room for the rest of the summer.

The following years were the years of Cybercafes. There, I would play for hours and hours with my friends. Games like Half Life and Counter Strike. Somehow, I managed to convince my parents to buy me a computer, so that I could also play at home. It was then that I discovered that many of these games come with modding tools that allow you to customize the gameplay and visuals of the game.

I remember creating my own levels and scripts that I could publish on my server so that other people could play them. It was amazing to see how players enjoy what you create. That was when I decided that I wanted to be a game developer, but I would never have imagined what was coming.

Developing Ereban: Shadow Legacy, has been the biggest technical challenge I have ever faced. The amazing Shadow Merge mechanic that we created together with cel shaded aesthetics opens a whole new world of opportunities but also challenges, in terms of shadow detection, surface collision and many more.

My main job as a technical director is to work side by side with the programming team and also the artist team, in order to achieve the best results and performance for the game. We work very hard as the programming team to provide the best gameplay experience for the players and also to create the best tools for the team. Also, as a graphics programmer, I work very closely with the artist team in order to improve the visuals of the game.

It’s such a pleasure to work together with this team and we are really putting our passion and efforts into Ereban to provide the best experience for the players.


Oriol Rubiano - Animation Director
Hello people! I'm Uri, co-founder and programmer at Baby Robot Games.

One of my first memories is watching my cousin playing Pokemon Red on his Game Boy. I loved what I saw. Those monsters, choosing the next attack, moving through a world full of adventures... It was love at first sight. Some time later my parents gave my sister a PS One (which I played more than she did) and to me they gave a Game Boy Advance SP, one of my favorite consoles ever that I carried with me everywhere I went. I remember those times fondly, the games had a special magic that I suppose is partly nostalgia now, but for me games such as Golden Sun, Advance Wars, Zelda: Ocarina of Times/Seasons and similar titles don't age by the passage of the years.

I was 14 years old the first time I had the idea of being a Game Developer and I started channeling all my studies to it, but I never imagined that I would be creating a company with five friends and having such a great team as we have right now.

Developing Ereban is one of the most intense and difficult experiences of my life. We have put so much effort in, but we’ve also had so much luck to be where we are.

I work side-by-side with Jess to make the animations look good and natural for the game, not animating directly but giving her direction for the feeling and actions of each one. However, my role in Ereban is very diverse, so it's hard for me to call myself "Animation Director", as I'm also in charge of the AI, gameplay programming, cutscenes and business paperwork.

I'm looking forward to watching people playing and enjoying our first game. I'm especially hyped to see how people use the Shadow Merge mechanic to create their own paths through the levels, exploring the maps freely or sneaking behind an enemy without making any noise.


Pablo Gómez - Gameplay Programmer

What’s up people? My name is Pablo, and I’m the gameplay programmer of the Baby Robot Games team. It’s cool, right?

The truth is that when I was a child, I wanted to be a firefighter. I imagined myself saving little cats, putting out fires and rescuing people like a hero. But then video games came into my life (or rather, into my school). I was 9 or 10 years old and I remember playing Prince of Persia for the first time and freaking out with it. After hours playing this and other games (Pacman, Golden Axe, Super Pang, etc.) I went to my teacher and asked him how I could make games like those. He told me that it was very difficult, because if I wanted to make video games I needed to study a lot of mathematics, computers and go to the University. Maybe, for a normal child, these words could have been discouraging, but not for me. I went straight home and told my mother that I already knew what I wanted to be when I grew up, a “videogame creator”. And well... I’m here, mini Pablo, we did it.

What I like the most about Ereban is the fluidity of Ayana’s movements, how she moves by the walls, floors or other objects while she’s merged in the shadows, dodging enemies or (my gameplay preference) killing them stealthily from behind. My work as a gameplay programmer is to make all the mechanics and elements of the game work perfectly to convey to the player our vision of this world, Ayana’s story and - of course - make them have a great time.

If you’re a merciless killer of robots like me, you’ll have a great time hunting them relentlessly with all the abilities, powers and gadgets you’ll have at your disposal. I'm excited to see you play Ereban!


Jessica Adam - 3D Animator
Hi! My name is Jess and I’m the animator who bestows life to the characters in Ereban: Shadow Legacy.

Ever since I was little I’ve loved devouring stories. What motivated me the most to keep reading book after book, or comic after comic were the characters. I wanted to know what would happen to them at the end of the story! Then one day I discovered video games, and I got hooked to the Final Fantasy series or any RPG that I could get my hands on. I was amazed at the brand new way that allowed me to enjoy storytelling through immersing myself as the character and exploring that world at my own pace and will.

I’m also a huge fan of Ghibli, I've lost count on how many times I’ve rewatched their movies, fascinated at how this animation studio brings characters to life, and how much detail and thought is put in every frame and movement. I think that’s what got me into animation.

After working as a graphic designer for some years, I wanted to do something more exciting, and when I finally entered the animation world, oh boy! I felt like I had discovered a new world that would broaden my horizons by meeting so many new people, cultures and learning everyday so much thanks to them.
I worked for a TV series before changing to videogames. I wanted to go back to my teenage self and have fun with interactive stories and environments, and of course, to play too!

I love to have the chance to work on Ereban, so I can be part of a game that other people can play and enjoy. I hope everyone will be curious about Ayana’s journey, what her decisions will bring her, what she is capable of, and what is going on in the world she is in. I hope you can just sit and be immediately drawn by the story and the action, to feel and be moved by the characters in this world as you enter it, and let your curiosity take the best of you.


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And now you know how Ayana is able to move around so stealthily using her Shadow Merge! Stay tuned for the last entry in the Meet the Devs series - and a fun surprise :)

In the meantime, please consider wishlisting Ereban: Shadow Legacy on Steam and follow us on twitter @BabyRobotGames - where we’ll be posting more content about the game!

Thank you all very much and we hope you like it!

- Baby Robot Games Team

Ereban: Shadow Legacy - Meet The Devs (II)


[h3]Hello! Baby Robot Games devs here again![/h3]

Last week we kicked off a blog series introducing you to the members of Baby Robot Games working on Ereban: Shadow Legacy - you met the Design, Narrative and Production teams and learned how they contribute to the project and what part of the game they’re most looking forward to.

Today we’re very happy to continue the series by introducing you to the Art team! Meet Juanlu, Brian, Alex, Elena, and Emma!

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Juanlu Pinto - Art Director

Hello there! I’m Juanlu, co-founder and Art Director of Baby Robot Games.

Like many of you, I grew up playing the classics: Sonic, Paperboy, Alex the Kidd and Golden Axe. I don´t know how many hours I’ve spent playing Final Fantasy VII with my neighbor, evening after evening just sitting in front of the tv and having fun. Video games and art have always been part of my life, but it was only after I started studying History that I got super interested in drawing; watching youtube videos and reading books about the basics of drawing. I will never forget how valuable the oil painting lessons from my Auntie were. Finally, I made the decision of my life to pursue my dreams, changing my professional career from History teacher to video games artist. As a result, I ended up working on Assassin´s Creed Valhalla (a dream come true).

Working as an Art Director on Ereban: Shadow Legacy has been an amazing experience so far. My idea behind the direction of the game was to create a world where we mix ancient structures with the sci-fi elements of the megacorporation Helios. The player will be able to explore locations from tranquil ancient ruins, to hectic industrial sci-fi settlements. Games like Destiny, Rage or Borderlands have been a huge inspiration.

My main task as the art director is to ensure that the rest of the team is on the same page and following the moodboards, references and tone for every part of the game. Finding a good balance between level design (gameplay) and aesthetic is probably the most difficult challenge I have to deal with everyday. Simple shapes (as squarish as possible), hard lights and the limitations of the engine are some of the stuff we have to keep in mind when designing new structures or props.

Something I love about our game is the variety in terms of maps we have: linear interior and exterior areas, tiny “open worlds”, cities… The best part is that each one of them will give you the opportunity to play in a different way, for example using the verticality of the streets and buildings of Kabnak city, choosing between the differents paths to reach your goal, or discovering hidden places (that will allow you to know the story of Ayana) while you explore the map. I can’t wait to see you all playing it!



Brian Ramírez - Principal Environment Artist
Hello everyone! I’m Brian, one of the founders and main Environment Artist of Ereban: Shadow Legacy.

I think it was in my teenage years when I decided to work on games. Watching the ‘making of’s my favorite games revealed a lot of creative energy that made me dream about being part of that process. Although I didn’t know in which field yet, so I decided to try different options until I reached the one that fits. Fun fact: at first I tried to learn coding, but I ended up in the art field. I quickly discovered that Math and I don’t hang out too well.

Joining the Art field has been my best choice so far. To me, working in the environments of Ereban means to put constantly into practice the idea that the setting is just like another character of the story. Alongside the art team, I try to discern, as much as possible, the purpose of the scene, researching which textures and shapes are the best for each moment, and how they work together when we create the level.

Lastly, I would like to add that I'm a graphic freak, especially on how the structures and textures are done. So I hope that anyone that loves this side as well enjoys checking out the different areas that we made for you to explore. Worth watching!



Alex Alonso - Principal Character Artist
Hi! I'm Alex, one of the founders of Baby Robot Games and Character Artist for our current project, Ereban: Shadow Legacy.

According to that primary school book where students write what they want to be when they grow up, little Alex wanted to be a comic book artist or a videogame developer. Well, we can say that this boy, who spent his classes drawing at his desk, has fulfilled what he wrote at such an early age (at least one out of the two options). By the way, nobody could beat that kid at Dragon Ball Z Budokai 3 either.

One thing that always interested me about videogames was the fact of creating a virtual space, with its rules and limitations, where you as a player entered it and developed yourself inside. Anything could happen and you lived it as "real", your actions had consequences (even if that means punching Majin Buu in the face), in a place created and measured by someone. How satisfying to create something like that.

Designing characters has always been my passion, I used to draw cute strange creatures and monsters in my school notebooks. Now my task is to create the characters for Ereban: Shadow Legacy, the whole process, from concept design to 3D modeling and texturing. For example, our main character Ayana, who descends from a special race that has the power to merge with the shadows. But many other characters will appear during the game, I can't wait to see them in action.

I am eager and curious to see how people will play and enjoy our game; what actions they will perform, what paths they will choose, what situations they will discover that we as developers wouldn't even have thought of. To me, that's the point of creating something where people can create their own adventures, where everyone will play in their own way.



Elena Gómez – Environment Artist
Hello world! I’m Elena, Environment Artist on Ereban: Shadow Legacy.

Video Games have been part of my life for a long time and it has become one of my favorite hobbies since my parents bought me a PlayStation 2 at the age of 7. I remember exploring the colorful and exciting places from the Jak and Daxter Series, the feeling of adventure in Dragon Quest VIII and spending wonderful hours with my younger sister and friends playing Mario Party and Just Dance.

However, I started to get more curious about how games were made, and thanks to attending some industry events I was able to ask questions to different indie developers. After researching the different roles in development teams I decided I wanted to focus on Art. I really like the visual impact scenes can have on people; not just in games but also in films, paintings, plays, etc. Furthermore, I think it is awesome to create a 3D piece of art, and later on see it implemented in the game.

One of my main goals working on Ereban is to model interesting 3D pieces and create interesting environments which help the player get more immersed in the story.

Working on Ereban has given me the opportunity to continue with my artistic career and I feel privileged to be able to learn from my friends and colleagues.

I can’t wait to see what your feelings are with this adventure and your favorite places to visit in Ereban: Shadow Legacy.



Emma Montserrat – Environment Artist Intern
Hi there! I’m Emma, the first intern ever (what a title, huh) at Baby Robot Games, working on Ereban: Shadow Legacy.

I have just finished my studies and Ereban: Shadow Legacy has given me the opportunity to take a look inside video game development and take part in it. My main job is making 3D objects to fill the rooms and scenarios.

For as long as I can remember, I have always been with a pencil at my side, being told off by teachers because I spent all class time drawing in my book or on the tables. I quickly developed a love of comic books which added ‘storytelling’ to my list of passions. So when I started discovering more and more the language of video games, I just fell in love.
I don't know exactly when but I decided I would become a game developer. I wasn't really sure art was my thing, but surprise! Art is not a ‘talent’, it is just hard work and practice. As soon as I realized that, nobody could take the idea of becoming an artist out of my head, even if they tried.
The games I most enjoy are those where the narrative is broken and hidden in the world, so I have to search for it. I really like games that don't explain every narrative detail literally, like Dark Souls or Rime.
So here we are, after a long studying path I was able to give a part of myself to Ereban. I just can't wait to hear how the players think and feel about the quality of the in-game environments. I remember my first thought when I saw Ereban: “How this can be an indie game?! This looks like AAA, these people are crazy".

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And now you know why Ereban looks so good! Stay tuned for the next entry in the series where we’ll introduce the Programming and Animation teams, Alberto, Pablo, Uri and Jess!

In the meantime, please consider wishlisting Ereban: Shadow Legacy on Steam and follow us on twitter @BabyRobotGames - where we’ll be posting more content about the game!

Thank you all very much and we hope you like it!

- Baby Robot Games Team

Ereban: Shadow Legacy - Meet The Devs (I)


[h3]Hello! Baby Robot Games devs here![/h3]

We hope you’ve been having a great time since we announced Ereban: Shadow Legacy to the world. It was so exciting to see all your kind words, opinions and hype, thank you so much!

Today we’re starting a small series we’ve been wanting to do for a while now: a presentation of the team members! As you know, Baby Robot Games is a young and small indie studio. Right now, we’re twelve members in the core team, who we’ll be introducing over the next few weeks!

Today, we’ll be starting with the Design, Narrative and Production teams. Meet Alex, Kristen, Fernando and Andrea!
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Alejandro Márquez - Game Director
Hi there! I'm Alex, one of the founders of Baby Robot Games and Game Director in Ereban: Shadow Legacy.

Many of my fondest memories are tied to videogames. From playing the original Prince of Persia with my dad when I was a kid, through memorable moments like defeating The Boss in Metal Gear Solid 3, traversing the sea for the first time in TLoZ: Wind Waker or surviving the Suicide Mission in Mass Effect 2, up to my long sessions playing Overwatch, Rocket League or Minecraft with my friends, I knew I wanted to give back this same joy and memories to people out there. It was a bit later that I discovered what I wanted to be had an actual name: game designer.

Little I knew by then that today, after a lot of effort, struggles (and of course some luck), I'd be surrounded by such a wonderful team and making a game like Ereban, which for a stealth lover like me, it's a dream come true. As a Game Director, my role here at Baby Robot Games is to make sure everybody is on the same page and every element of the game goes in the same direction to provide players the intended experience, while adapting to constraints, changes and ensuring the well being of the team.

We're all putting our hearts into Ereban and I think there's a lot of features people are going to love, but for me one of the most exciting is how one single mechanic, the Shadow Merge, can be used in any kind of playstyle and offer so many possibilities for players to experience. I really can't wait to see people experimenting and playing their own way with it!


Kristen McGorry - Narrative Director
Hello there! I’m Kristen, the Narrative Director of Ereban: Shadow Legacy.

From my first experience playing Castlevania II: Simon's Quest on my NES, I knew I wanted to make games. Story is something I am deeply passionate about and always have been. So it was natural to take my love of games and stories and bring them together.

My first project as a writer was Fable Legends. The Fable series has always been very close to my heart as its trademark is quintessentially silly English humour. I got to create some entertaining characters, from the swashbuckling dandy Sterling to the deliciously devilish disembodied spirit trapped in cured armour, Malice. Sadly the game was canceled just before release, but I took everything I learned and channelled it into my work on Assassin’s Creed Origins and Valhalla. I even got a fart joke in.

As the Narrative Director for Ereban, it's my job to make fascinating characters, a deeply engrossing story, and fun, surprising moments. So, no pressure. I am a big sci-fi fan and wanted to create something meaningful and relevant.

My inspiration comes from writers such as Ray Bradbury, character-driven series such as The Expanse, and my favourite game of all time, Knights of the Old Republic. As a player I am so much more connected when narrative and characters are seamlessly woven into the gameplay. It creates a powerful, emotive experience.

I am excited for people to play Ayana, as I hope she will be a complex and interesting person.


Fernando Barroso - Level Designer
Hello! I’m Fernando, Level Designer on Ereban: Shadow Legacy.

Either scratching labyrinths on a piece of paper or coming up with escape room ideas, creating playable spaces is something I’ve always found joy in doing. On the other hand, video games have been in my life for as long as I can remember, and the potential of the medium has never ceased to amaze me. Discovering they weren’t made with some sort of magic and the role of the level designer actually existed was a turning point for me, where I knew I had found my true passion.

Over the years I've developed a special love for stealth games, getting heavily inspired by their creative use of space and the often multiple approaches to beat their levels. In that regard, designing for Ereban is being a blast of a challenge. I’m in charge of making the most out of our unique gameplay features by building playgrounds in which to explore and have fun with all their possibilities. And the truth is, from combat encounters to platforming, the shadow merge mechanic offers countless interesting situations. I'm eager to see you playing around with them and hear your thoughts about the different levels yet to be discovered!


Andrea López Tur - Producer
Hi everyone! I’m Andrea, the producer of Ereban: Shadow Legacy.

I started out in the industry as the game designer and narrative designer of an indie game I was developing with a friend and a few collaborators, a satirical internet simulator about social puzzles called The Pizza Situation. As it usually happens in such small indie teams, we ended up having to wear many hats. One of mine was taking care of the production and project management tasks and... I loved it!

That’s why a few years later I joined Baby Robot Games as a full time producer. My role is to organize the tasks to make sure there’s time and resources for everything, that everyone has what they need and nothing blocks anything, and to keep the project’s big picture always in mind so that the team can focus on their tasks.

Still, whenever I can I help out Alex and Kristen with the game’s narrative design, as I still love it so much and I don’t think I could ever stay completely away from the creative side, especially of such a great game I think Ereban is becoming! I’m looking forward to seeing how the explorer players use the shadows to climb and sneak into all the hidden places and discover the details we are spreading out through the game!
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And those were the first four members of the Baby Robot Games team! Soon we’ll be posting a new entry introducing the artists that are making the game look so beautiful: Juanlu, Brian, Alex, Elena and Emma!

In the meantime, please consider wishlisting Ereban: Shadow Legacy on Steam and follow us on twitter @BabyRobotGames - where we’ll be posting more content about the game!

Thank you all very much and we hope you like it!

- Baby Robot Games Team