Posted May 08, 2025 by Ivory Lion Studio
#Sanctum Somnium #Gravy Engine #Custom Engine #Game Engine
Howdy everyone!
I forget to post updates to this platform sometimes, I've been mostly focused on LinkedIn. Mostly because LinkedIn allows me to find other incredible and talented people within or around my domain. Most of the team for the game remake was found through there. A handful now though have been through the incredible people at LatAm Talent, who are world class at finding the right person for the job. My first role I tasked them with was so incredibly niche in terms of skillsets I was actually dumbfounded when they not only found someone quickly, but someone who was born for the role. This isn't a plug, sponsor, ad, or anything like that, I'm just genuinely impressed.
So that being said the team now is over a dozen, and I think each and every one of them is a legend. It is truly divinely orchestrated the coming together of all of us involved, what was just a fun game demo PONGslaught is being shaped into something the whole world will know, Sanctum Somnium. What is being made is far bigger than myself now, and I am honored to not just play a role in its creation, but have the highest honor of leading the charge.
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So what's been happening in the meanwhile? Besides the team growing, I have been pouring a lot of time into the custom game engine that will power this game: the Gravy Engine. Why gravy? As the discourse on game design has rapidly grown over the years, a couple related ideas have been forged in which I combine: Game Feel and Juiciness. Game feel refers to how the game feels to play (ex: controls, smoothness, "coyote time", etc) and Juiciness is the polish that makes a game feel more fun (ex: beefy sounds, screen-shake, hit-stop, knockback, effects, etc). These concepts are closely entwined but an umbrella term does not exist yet. I use the term "Gravy" to describe this combined idea, and so this term was chosen to represent my custom engine.
The Gravy Engine specializes in making games that feel great and look great, all at prototyping speeds! What started out as just an Entity Component System plugin for Godot has been expanded into something bigger, and has undergone extensive development behind the scenes. Here are the core design pillars, what makes it stand out:
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I plan to transition from engine-based work to the game Sanctum Somnium this summer, the engine's made a ton of progress over the long time I've been working on it behind the scenes. Work is being done toward the game too, although during this stage it's design and writing work. I have an incredible team of designers and a writer who delivers more twists and turns than the drive to Peggy's Cove (a Nova Scotia joke for ya).
And yes, the engine will be publicly available for all, in time, although it may be a year down the road. I will post more about the engine publicly in this time of course, and I will start its public release by first giving the engine to use to a select number of game developers I believe can push the engine to do awesome things. This multi-stage release is to help me showcase what the engine can do when some of the most skilled people utilize it. I want its introduction to the world to be in the form of a wave of exceptional games powered by it.
This is to avoid the infamous Unity splash screen problem: because the way Unity set up itself in the past, where only the pros could afford to remove the Unity splash screen, the engine became associated with mediocrity because the Unity logo was only ever seen in amateur projects. I'm taking the opposite approach with the launch, since I do worry that the extreme ease of use could flood the market with mediocre games before the world gets to see the engine at its best. I hope people are understanding of this approach, but the silver lining is this for the juniors: You will get access to a game engine that has been proven to make great things, not just one that claims it can.
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That's all for now,
God bless and Cheers
Leo J LeBlanc
Ivory Lion Studio
[ Editor interface. Will show the 3D effect pipeline soon ]