director/producer/story ROGÉRIO PERDIZ art director and main concepts DANIEL THIELE additional concepts ROGÉRIO PERDIZ lead 3D artist RUTE PERDIZ 3D artist RUI TEIXEIRA traditional arts ELIZABETH BOUDREAU character designer ROGÉRIO PERDIZ character rigger JUAN PABLO BOUZA animator ROGÉRIO PERDIZ 3D software BLENDER.ORG original soundtrack STEFAN TOTSEV
- This project may take up to 50 years to be concluded.
- Join the party at Discord!
Resilience Satelle is a r.i.c.e. (Real-time Immersive Cinematic Experience) game.
In layman’s terms, it will be an involving, trilling, and emotive interactive cinematic experience, featuring roller coaster alike rides, drama, comedy, heartbreaking moments, and breathtaking action …all happening while immersed in a fluid and gorgeous fantasy world as alive as life itself! Suitable to all family.
… a Platformer game with RPG elements therefore.
Allow me to introduce you to the main characters:
Noam Rade (the green), Shar Cadente (the blue), Moget Globum (the red), Luso Rana (the frog) and Stela Citera (some day will be done).
Moget and Noam are two kids living in two separate towns of Mushroom Island. Both of them feel unhappy. Noam has no arms, so he feels that could do so much more if actually had them; Moget lives isolated and believes that would be so much happier if he had a friend to play with. One day, both of them, see a shooting star (Shar) and wish to be happier. Shar senses the wishes and sneakily grants them, clearing the big stones out of the way, while keeping an eye on them, to observe if they can overcome the difficulties and learn, by themselves, the formula of happiness.
When they finally become friends, while they’re playing ball together, a young girl, Stela, drifts to the shore after jumping from a mysterious ship that crashes with the Moget town. After strong persuasion, she convinces Moget and Noam to join her on an epic Quest, through the 7 floating islands.
Overcome limitations no matter your situation.
Is mostly being made by me, Rogério Perdiz (since 2009), and my wife, Rute Perdiz (since 2019), but also with the help of a hand full of freelancers, from all over the world, that have been making tiny bits of it through the years. We are “ats” people… one likes hats and the other likes cats.
And you are…!?:
I’m probably you… 15 years in the future I’m someone that dreamed to be a film/game director and saw in Blender, back in 2000 (blender v2.01), the chance to accomplish both things. I’m self-taught, learned everything by pressing a button and figuring out what it actually did (back then there was no Internet for me). I’ve made a short animation, from early 2006 to the end of 2007, titled “Orion Tear”, and since 2009 I’ve been a professional blender freelancer, having mastered all blender features (except python coding).
I work for Boombit, Lithodomos VR, Aeon Virtual and several other companies and independent imaginative people, scattered around the planet, converting their dreams into virtual reality. Some say that I’ve worked on the post-production of an actual Hollywood movie for 2.5 months
Here is a small Demo of the original soundtrack to get you in the mood:
||| Resilience Satelle Excerpt |||
It was composed for the project by Mr. Stefan Totsev and it’s already completed.
- Conceptual art
- Main Characters
- Towns characters
- Alpha Renders
Characters | Island | Bridges ⇧✜⇩ Boats | Windmill (rigging) | Balloons ⇧✜⇩ Moget Town | Night Time | First Alpha Renders ⇧✜⇩ Animation day 1 | Cave | Explaining 360º video ⇧✜⇩ How to Pronounce | Armory Painting | Tower ⇧✜⇩ Noam Docks | Moget Docks | Proof Of Concept ⇧✜⇩ First Patreon | Mines | Work cloths ⇧✜⇩ Rute Characters | Secondary Characters Rig | A Full game perhaps!? ⇧✜⇩ Discord | Unreal Vs Unigine | Luso