Blog 577: Series Y5: Alpha, Beta, Gamma

The best way to begin any project is to flesh out the core mythos. Unfortunately that’s spoilertastic meanderings that shoot off into an overblown space opera that is grander than I’ll ever be able to implement, so you’ll have to make do with a bit more artwork for now.

It is, after all, the most productive time of the year. (If I say this enough times, can it become a self-fulfilling prophecy?)

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Blog 570: Series Y5: The Delta

It’s important not to squander any opportunity to start anew. A reboot gives the opening for retcons, for trying new things. No, I’m not going to go all grimdark on you; I’m just going to make some details settle in better, because it’s also important that any reboot does not completely negate all the elements that made the original product what it is — if you’re doing that, you may as well just make a new franchise. (The games industry doesn’t seem to understand this point right now.)

Besides; new medium, new rules. Project Y4 was a Warcraft III mod and this is going to be a stand-alone. Once I’ve set this in stone, when people start forking over cash for the goods, then there will be no room for reboots. I’ve got to make this one count.

RDZ Industries is defined by its artwork, a heady combination of modernism constrained by, well, my own ability as a modeller. I am overall pleased with the artwork of Series Y4, but there are a few edges we need to deal with.

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