Introduction of
the Demo Project

  • Our DEMO projects focus on high quality visuals while exploring new techniques and possibilities to implement into our production pipeline.
  • The projects show our growth as a studio as well our capabilities outside of our usual game development expertise.

Purpose of the
DEMO Project

  • While our main focus is on game development, it is also important to us that we continue to research and explore new technology.
  • Keeping up to the latest trend to maintain a 'fresh-eye'.
  • Providing our talents a platform to showcase their creativity.

Our Demo Projects

TOM MAJOR: SUPERNOVA

Created by our newly established in-house cinematic team, this 5-episode miniseries expands the “Tom’s universe” with a refined storyline of an epic journey.

YGGDRASIL

Production period:
September 2020 – March 2021

In DEMO2020, we aimed for the theme "realism". This time round we raised the bar and continued using Raytracing in Unreal Engine for our cinematic production. We also explored the usage of dynamic simulations for clothes and Megascans to build our scene. We were able to complete the project with all the members almost entirely working from home!

TOM MAJOR

Production period:
June 2019 – April 2020

After completing DEMO 2018, we have proven that we are indeed capable of completing a real-time rendered cinematic from scratch. This time we wanted to venture into storytelling and at the same explore some of the recent technology: Raytracing and procedural workflow. Aside from this we also brought in some VFX and utilized shaders in our production this time around.

MECHA GORILLA

Production period:
June 2019 – April 2020

We started this project with a simple goal, which is to show our capability of creating a short real-time rendered cinematic from scratch. We started with a small team, and with the help of staffs from other production departments, completed this project in a span of 8 months.

2018 TECH DEMO

Production period:
August 2018 – March 2019

This tech demo highlights some of our skillsets, such as modelling, concept art designing, animation, etc. It also showcases some things which we explored this time round, such as rigging and lighting. We also utilized our knowledge in game asset creation to create variations of background assets and used them to build a large scene that doesn’t feel repetitive.

TOM MAJOR: SUPERNOVA

Created by our newly established in-house cinematic team, this 5-episode miniseries expands the “Tom’s universe” with a refined storyline of an epic journey.

LEARN MORE

Production period:
September 2020 – March 2021

YGGDRASIL

In DEMO2020, we aimed for the theme "realism". This time round we raised the bar and continued using Raytracing in Unreal Engine for our cinematic production. We also explored the usage of dynamic simulations for clothes and Megascans to build our scene. We were able to complete the project with all the members almost entirely working from home!

LEARN MORE

Production period:
June 2019 – April 2020

TOM MAJOR

After completing DEMO 2018, we have proven that we are indeed capable of completing a real-time rendered cinematic from scratch. This time we wanted to venture into storytelling and at the same explore some of the recent technology: Raytracing and procedural workflow. Aside from this we also brought in some VFX and utilized shaders in our production this time around.

LEARN MORE

Production period:
June 2019 – April 2020

MECHA GORILLA

We started this project with a simple goal, which is to show our capability of creating a short real-time rendered cinematic from scratch. We started with a small team, and with the help of staffs from other production departments, completed this project in a span of 8 months.

LEARN MORE

Production period:
August 2018 – March 2019

MECHA GORILLA

This tech demo highlights some of our skillsets, such as modelling, concept art designing, animation, etc. It also showcases some things which we explored this time round, such as rigging and lighting. We also utilized our knowledge in game asset creation to create variations of background assets and used them to build a large scene that doesn’t feel repetitive.

LEARN MORE

The Team

The team consists of self-driven and passionate talents who are not afraid to push boundaries and take risks .In every project, we get together a team of in-house talents from different departments who can bring out the best of their potential.

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