Karmaflow

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alexander1989
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alexander1989
Karmaflow is a unique spin on the traditional gaming experience. In Karmaflow, the game’s story is presented entirely in the form of a rock opera, sung by some of the world’s most talented rock voices.

Karmaflow: The Rock Opera Videogame is a puzzle platformer featuring music performed by various musicians. Simone Simons (Epica), Dani Filth (Cradle of Filth), Marc Hudson (Dragonforce), Tony Kakko (Sonata Artica) and Alissa White-Gluz (Arch Enemy) all have lent their vocal talents to Karmaflow, along with the Metropole Orkest (the world’s biggest – Grammy-award winning – professional pop and jazz orchestra) working on the game’s score. The aesthetic of Karmaflow is inspired by games such as the Zelda-series, Journey and the darker tone of Darksiders. The first world starts out rather dark and mysterious, while the third world has got plenty of crimson and its character design is directly influenced by the culture and legends of the Tibetan people. The sung narrative itself will have real depth and cover fascinating themes such as balance and contradictions.
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  • Gallery Statistics

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  • Image Comments

    • This is gorgeous. Is this just a giant mesh, or is there some sort of level-of-detail algorithm at work?
    • I get what you mean. Most rooms don't use the same rocky textures in the foreground and background, like I did here. This room is a little offshoot, tucked away semi-secretly, so I wanted it to feel more like a much more enclosed space.
      I've been adjusting the brightness of the background and dimmed it just a bit more. Whether it's enough of a difference for anybody to notice except me is anyone's guess, though. 
    • I'm not a designer at all, but as a player I honestly don't think that it blends in too much - Instead, it adds to the kind of "gloomy" feel of the room (Dark colors + not a 100% easy to discern some elements = Acts a bit like a dark room)
      Not sure if I managed to say what I wanted to say, but you get me
    • Thanks! I've been worrying that the backgrounds might be too busy or blend too much with the more foreground tiles... been staring at these maps so long that I've become used to it, I think. I've tried dimming the backdrop even more, but I'm not sure that's really how I should be going about it. This might be a question I should ask in the forums.