A Thracian Tale
Paws and Leaves – A Thracian Tale is a 3rd person story-driven game in which you will be experiencing the journey of the cutest fox of foxes. His name is Me. You will be confronted with the beautiful and joyful, but also with sorrowful and sad moments in the life of the fox.
This is the story of a young fox’s premature death. While discovering a forest, you will learn how to interact with the world step by step and start to see it in new playful ways, while you help Me to remember his senses. You will need the help of time and seasons to find pieces of your memory that lead your way through this very touching journey.
During the development of our playable teaser, Paws and Leaves – Roots of Me, we worked on Unity Engine version 2021.1 until May 2022. By this point, our build and compile times had increased significantly over the course of development. As a result, one day a week, a workstation was busy creating the latest build for the game and could not be used for any other creative work during those times.
As a young indie studio, we drive our game development with funding. Primarily, this covers our fix costs, so we enjoy the freedom to fully focus on our dream project itself. But unfortunately, when our time is shortened by higher calculations in the engine, e.g. for light and shadow, the time we could actually be creative is shortened as well.
That’s why we’re so glad NVIDIA approached us, because ever since then we can again do what we’re supposed to do: work creatively and productively on our dream project.
As a result of our cooperation with NVIDIA, we got a MSI P100X workstation, provided by notebooksbilliger.de that is validated by NVIDIA Studio and were able to experience its advantages firsthand. The combination of hardware and software runs out-of-the-box without any trouble. We had no issues with updating our game version with the new engine version of Unity and can now also benefit from the RTX acceleration in the Unity. Compilation times have dropped significantly, which allows us to spend more time developing the game again instead of e.g. creating builds or compiling shader variants. NVIDIA Studio allowed us to bring back time, time that we can spent for creative work on our dream game.
WOLFGANG WALK (Story)
STEFFEN RÜHL (Consulting)
CLEMENT PANCHOUT (Music Composer)
NADINE MOST (Original Voice of Ani)
RUTH KÜHNE (Former 3D Artist)
DENIS MELCHER (Former 3D-Artist)
LARA BORN (Former 3D-Artist)
MELINA SCHALKOWSKI (Former Intern)