

Similar attention would be given to the clothing, adding different fabric patterns and even some worn edges. For the hair, we eventually found a blend between solid geometry, which could give very clear shapes and catch light nicely, and alpha planes to show the detail of individual hair strands providing some more variation and imperfection. We iterated quite a bit over the course of the project, adding finer textures and exploring alpha card techniques that we had seen in other incredible games before us. We also collaborated with Carlos Ortega, who many revere for his beautifully clean 3D character work. He built the prototype model and later continued to refine and explore real-time techniques for various details like her hair. Kena was realized in 3D for the first time by Rodrigo Gonçalves. She gradually became older and more knowledgeable. As the mechanics and story evolved, we realized she needed to be very skilled, and that her work as a Spirit Guide would require her to draw on more life experience when helping the other characters in the story.

The first sketches portrayed a very young girl. He was a close collaborator on our commercial projects in the past, but this time he had a blank canvas and we can see so much of his charming and unique view of the world in all of the character designs. Kena’s original character designs were created by Wanchana “Vic” Intrasombat. In the game, you play as Kena, a young Spirit Guide who travels to an abandoned village in search of a sacred mountain shrine, and who must help the wandering spirits trapped there. Ember Lab is very excited to share our first game with the world next week.
