Stellar Hunter was one of the winners of the 2016 PIXELS awards "traditional class", and winner of the "PRO class" of the same awards in 2017; it began its development shortly afterwards and precented its pre alfa on the Game Design Conference on 2019.
" Join ION (Isaias O´mally Noir ), Hawks and Neil on their journey through the galaxy, visit the most hostile and unestable planets to find the missing elements that are needed to heal the supermassive BLACK HOLE "Sagitary-A" before it destroys time and space. "
As you readed it, the whole thing is about a little group of scientist humans going to a deathly mission to save the universe, it's simple, it's fun, and it has it's own magic. The game is a mix between an adventure game and a "hyper Casual" platform.
At first we were not sure how the graphics should be, we wanted a game that had the ability to be supported by any platform, and we thought a lot about neon colors, once the story began to take shape, it was clearer, since the characters not only had to be seen with a certain style, the whole game universe should be consistent, and we thought many trends, in optimization, that's why that the game became a "low poly", it was a decision, we wanted it to look like this, cause it already reminded us a lot of the sci-fi posters of the 90s.
We made the 3D models, then we did the rigging and the animations sequences for the game.
The thing was about making something that would look unusual.
We studied what kind of lights we should use for the game, it was very specific to give the game the style we wanted, cause it has its own aesthetics.
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