How We'll Show Our Work

Concept art will be labeled concept art. Prototypes will be labeled prototypes. Here are the five labels we'll use, and why.

A cloaked man stands at the edge of a lamplit city of wet stone arcades, beside a small, warmly lit house that doesn't belong there.
Concept art

We're going to show unfinished work. We'd rather invite you into the real process than pretend the game is finished before it is.

That only works if you can always tell what you're looking at, so every image and clip we share carries one of five labels.

The five labels

  • Concept art. Early visual development that explores mood, places and ideas. It is not the game.
  • Target visual. A picture of the look we're aiming for, made outside the game.
  • Prototype. Something running in the engine to test an idea. Rough on purpose.
  • Work in progress. Real gameplay that's still being built and will change.
  • Gameplay. The game as it's meant to look and play.

Where we are today

Right now, most of what you can see of AVERNWAKE is concept art. Our concept images are made with AI-assisted tools while we find the look of each realm. None of them is gameplay and none of them is final. As in-engine work replaces them, we'll show the difference side by side.

When the first playable slice exists, you'll start seeing the other labels. Until then, we'd rather tell you that plainly than let a beautiful image suggest more than is true.

https://irondaydreamworks.com/development/how-well-show-our-work/ All updates

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