The Pulse Monthly - 1.0
We recently released a December update for our backers on Kickstarter and wanted to share it with the wider community here as well! Hope you enjoy our first edition of The Pulse Monthly.
Hey Everyone,
First off, allow me to introduce myself. My name’s Megna, and I’ll be joining as Scorn’s community manager. I’ll be your first point of contact for all things Scorn, so if you have any thoughts, questions or feedback for the team, please don’t hesitate to reach out. I’m a long-time horror fan and am really excited to meet all of you! Over the coming months, I’ll be bringing you regular updates and taking you behind the scenes. Today we’ll be covering the release date, an interview with our lead 3D artist, Nikola, and we’re getting up close and personal with the anatomy of a biomechanical contraption.
I’ll continue to bring you the latest news and info about how things are progressing (and mutating) for Scorn. Ultimately, my goal is to communicate more regularly with our Kickstarter community and share glimpses of Scorn’s ongoing development. You’ve been with us from the very beginning, and we’re thrilled to share this journey with you.
[h2]Sweet Release[/h2]
We want to ensure that Scorn is the best game it can be. Mysterious, deliciously dark, and oozing with atmosphere (emphasis on the ooze). With that being said, the game will officially be launching in October 2022. This additional time will allow the team to make sure the vision for Scorn comes to life in all its spine-chilling, nightmarish glory. We know that this means a longer wait, especially for our fantastic Kickstarter community, who have been with us since the very beginning. Still, we’re committed to making Scorn the best experience possible for our players and fans.
We’re also excited to share with you our new release date teaser trailer!!
[previewyoutube][/previewyoutube]
[h2]Spill Your Guts[/h2]
This month we’re talking with Nikola, the lead 3D Artist at Ebb Software, about how the Art Department helped create such a visceral and unique world! Let’s dive right in!
Hey Nikola, thanks for taking the time to answer a few questions. How many people are in the art department, and what are their technical roles?
Currently, we have 15 3D artists in the department, split into three sections: ZBrush sculpting artists, 3D Technical modeling, and texture artists. We have 8 ZBrush artists who sculpt all environment assets, items, weapons, and characters. The two Technical 3D modelers are responsible for all low poly, baking, and importing the assets. Our five texturing artists texture all environment assets, characters, and items. All 15 Artists are skilled in various 3D tools, so they can jump and help out with 3D Technical modeling or texturing if needed. The team’s primary tools are ZBrush, Maya, Substance Designer, Substance Painter, Photoshop, and Unreal Engine 4.
Can you talk about how all those different specialisations come together for someone who might not be familiar with the development process?
There are two ways we approach a task. If the assets are for the environment, first we work closely with our Environment Department, who gives us a blockout (also known as a blockmesh or graybox) of the level. Then with the help of our Concept Artist, we model everything in ZBrush to give our assets their signature look. After that is standard 3D modeling for games workflow - low poly optimisation, texturing, and importing into the game engine. The second way involves working on Characters, Items, and weapons. For this, we work with detailed concept art, game designers, and the Animation Department. These are most difficult to make because more than one team is involved in the production, and they have to be more detailed visually.
Your art style has a great visual appeal that really resonates with the community. Is that something that you expected? How did that make you feel?
At first, we couldn’t believe how well the audience reacted to our work. It was and still is a great motivator that drives us to work harder on our game. Scorn has been such a unique project for us as artists. We often sit and read comments that give us a good insight into our audience’s expectations. Story prediction comments are always fun to read, too!
What inspires you (aside from Giger) when it comes to Scorn’s visuals?
Many different art forms from painting, sculpture, architecture, and music inspire this unique look for our game. Nature and human anatomy have a tremendous influence, and we tend to incorporate as much as possible. Biology is an endless source of ideas when designing our models.
Do you have a specific thing in the game that holds a special place for you without giving too much away? Something you’re proud of or that makes you excited to see the players' reactions?
There is a scene from last year's Microsoft announcement trailer with male and female statues. That area is my favourite, not just because of the artistic freedom we had and the overall look, but also it's meaning. I think players will find more answers about the world we created in that area.
[h2]All The Gory Details[/h2]
I want to take you all behind the scenes and share how certain elements in the game were developed from concept art to in-game assets. This month we’re dissecting one of the biomechanical contraptions.

Players can find these juicy hubs throughout the vast labyrinth. They become an essential part of manipulating the environment around them to progress. Let’s take a closer look at how the concept progressed from storyboard to in-game asset:
[previewyoutube][/previewyoutube]
[h2]Progress Update[/h2]
I also wanted to share with you an update directly from Ebb Software’s CEO, Ljubomir Peklar:
“December has been a pretty huge month for us at Ebb Software. Not only have we been able to share our new release date but we’ve also reached a significant milestone in our development - 75% content completion! I’d just like to give my deepest thanks to our community for your patience and our team here at Ebb who have been working incredibly hard to pull everything together.
As we look ahead at the coming months, we will be focusing on completing the final 25% of the content, followed by bug fixing and getting the game ready for the launch. We’re very excited to get our game in players’ hands and allow them to experience Scorn for themselves.”
[h2]Going Forward[/h2]
I want to keep you informed at every step of the way during this final leg of our journey. These ongoing updates will be filled with a range of content. News, behind-the-scenes interviews with our teams, sneak peeks at some work-in-progress assets, and most importantly, a check-in with development progress overall. Once again, if you have any thoughts, questions, or feedback, please drop them in the comments below.
Hey Everyone,
First off, allow me to introduce myself. My name’s Megna, and I’ll be joining as Scorn’s community manager. I’ll be your first point of contact for all things Scorn, so if you have any thoughts, questions or feedback for the team, please don’t hesitate to reach out. I’m a long-time horror fan and am really excited to meet all of you! Over the coming months, I’ll be bringing you regular updates and taking you behind the scenes. Today we’ll be covering the release date, an interview with our lead 3D artist, Nikola, and we’re getting up close and personal with the anatomy of a biomechanical contraption.
I’ll continue to bring you the latest news and info about how things are progressing (and mutating) for Scorn. Ultimately, my goal is to communicate more regularly with our Kickstarter community and share glimpses of Scorn’s ongoing development. You’ve been with us from the very beginning, and we’re thrilled to share this journey with you.
[h2]Sweet Release[/h2]
We want to ensure that Scorn is the best game it can be. Mysterious, deliciously dark, and oozing with atmosphere (emphasis on the ooze). With that being said, the game will officially be launching in October 2022. This additional time will allow the team to make sure the vision for Scorn comes to life in all its spine-chilling, nightmarish glory. We know that this means a longer wait, especially for our fantastic Kickstarter community, who have been with us since the very beginning. Still, we’re committed to making Scorn the best experience possible for our players and fans.
We’re also excited to share with you our new release date teaser trailer!!
[previewyoutube][/previewyoutube]
[h2]Spill Your Guts[/h2]
This month we’re talking with Nikola, the lead 3D Artist at Ebb Software, about how the Art Department helped create such a visceral and unique world! Let’s dive right in!
Hey Nikola, thanks for taking the time to answer a few questions. How many people are in the art department, and what are their technical roles?
Currently, we have 15 3D artists in the department, split into three sections: ZBrush sculpting artists, 3D Technical modeling, and texture artists. We have 8 ZBrush artists who sculpt all environment assets, items, weapons, and characters. The two Technical 3D modelers are responsible for all low poly, baking, and importing the assets. Our five texturing artists texture all environment assets, characters, and items. All 15 Artists are skilled in various 3D tools, so they can jump and help out with 3D Technical modeling or texturing if needed. The team’s primary tools are ZBrush, Maya, Substance Designer, Substance Painter, Photoshop, and Unreal Engine 4.
Can you talk about how all those different specialisations come together for someone who might not be familiar with the development process?
There are two ways we approach a task. If the assets are for the environment, first we work closely with our Environment Department, who gives us a blockout (also known as a blockmesh or graybox) of the level. Then with the help of our Concept Artist, we model everything in ZBrush to give our assets their signature look. After that is standard 3D modeling for games workflow - low poly optimisation, texturing, and importing into the game engine. The second way involves working on Characters, Items, and weapons. For this, we work with detailed concept art, game designers, and the Animation Department. These are most difficult to make because more than one team is involved in the production, and they have to be more detailed visually.
Your art style has a great visual appeal that really resonates with the community. Is that something that you expected? How did that make you feel?
At first, we couldn’t believe how well the audience reacted to our work. It was and still is a great motivator that drives us to work harder on our game. Scorn has been such a unique project for us as artists. We often sit and read comments that give us a good insight into our audience’s expectations. Story prediction comments are always fun to read, too!
What inspires you (aside from Giger) when it comes to Scorn’s visuals?
Many different art forms from painting, sculpture, architecture, and music inspire this unique look for our game. Nature and human anatomy have a tremendous influence, and we tend to incorporate as much as possible. Biology is an endless source of ideas when designing our models.
Do you have a specific thing in the game that holds a special place for you without giving too much away? Something you’re proud of or that makes you excited to see the players' reactions?
There is a scene from last year's Microsoft announcement trailer with male and female statues. That area is my favourite, not just because of the artistic freedom we had and the overall look, but also it's meaning. I think players will find more answers about the world we created in that area.
[h2]All The Gory Details[/h2]
I want to take you all behind the scenes and share how certain elements in the game were developed from concept art to in-game assets. This month we’re dissecting one of the biomechanical contraptions.

Players can find these juicy hubs throughout the vast labyrinth. They become an essential part of manipulating the environment around them to progress. Let’s take a closer look at how the concept progressed from storyboard to in-game asset:
[previewyoutube][/previewyoutube]
[h2]Progress Update[/h2]
I also wanted to share with you an update directly from Ebb Software’s CEO, Ljubomir Peklar:
“December has been a pretty huge month for us at Ebb Software. Not only have we been able to share our new release date but we’ve also reached a significant milestone in our development - 75% content completion! I’d just like to give my deepest thanks to our community for your patience and our team here at Ebb who have been working incredibly hard to pull everything together.
As we look ahead at the coming months, we will be focusing on completing the final 25% of the content, followed by bug fixing and getting the game ready for the launch. We’re very excited to get our game in players’ hands and allow them to experience Scorn for themselves.”
[h2]Going Forward[/h2]
I want to keep you informed at every step of the way during this final leg of our journey. These ongoing updates will be filled with a range of content. News, behind-the-scenes interviews with our teams, sneak peeks at some work-in-progress assets, and most importantly, a check-in with development progress overall. Once again, if you have any thoughts, questions, or feedback, please drop them in the comments below.