![]() ![]() In the end, deciding to get into games was easier than the uphill struggle to break into film as an independent studio. These projects also helped shape what Michael refers to as Ember Lab's style, a blend of stylised CG characters in realistically lit and rendered environments. "We spent a long time in the commercial world and we learned a lot from the 60-second stories that we had to tell," Josh explains. It was these short development cycles that initially planted the seed that they might be able to make their own game. In fact, "fun learning" came through their commercial work, which also included small mobile games for some clients' advertising campaigns. "We always knew that we wanted to make our own content, we've always been storytellers at heart" Michael Grier "We always knew that we wanted to make our own content, we've always been storytellers at heart," says Michael. Speaking to the two softly spoken brothers at Develop, the difference between media matters less than being able to tell a story with original content. ![]() So how did its co-founders, COO Josh Grier and chief creative Michael Grier, go from wanting to become filmmakers to making a game that would catch the attention of Sony just as it was preparing to unveil PlayStation 5? But a decade later it would make its mark in video games with the release of Kena: Bridge of Spirits. Ember Lab has been around since 2009, starting out as a company specialising in commercial animation and digital content.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |