MercurySteam

MercurySteam An independent game developer based in Spain.

For Aran to fight, jump, or even just breathe, he needs a digital skeleton: the rig🦴Rigging defines the bones, controlle...
29/04/2026

For Aran to fight, jump, or even just breathe, he needs a digital skeleton: the rig🦴

Rigging defines the bones, controllers, and systems that allow animators to bring him to life.

It’s one of the most technical stages of the process, but also one of the most magical — this is where the character truly starts to move.

Want to see him in action? Soon you’ll be able to: Blades of Fire arrives on Steam on May 14 🚀🧨

Welcome to the world of Blades of Fire. With the model and textures finished, we bring Aran into our game engine: the Me...
28/04/2026

Welcome to the world of Blades of Fire. With the model and textures finished, we bring Aran into our game engine: the MercuryEngine.

Here we fine‑tune lighting, materials, shaders and effects so he fits perfectly into the environment. This is the moment when the character stops being just a file… and starts existing within the game’s universe.

Would you like to know more about our in‑house engines?

Time to add color and materials.UVs are the way we ‘unwrap’ the model into a flat layout so we can paint it.Once that’s ...
27/04/2026

Time to add color and materials.

UVs are the way we ‘unwrap’ the model into a flat layout so we can paint it.

Once that’s done, we add textures: color, roughness, metal, wear, dirt…

This is when Aran starts to feel alive: his armor, his skin, his fabrics… everything gains personality.

Every texture tells a story about who he is and why he fights in Blades of Fire.

Which visual detail stands out the most to you? ✨

Time to optimize 💪🏼The Low Poly Model is the version of the character that actually runs in‑game.We reduce the polygon c...
24/04/2026

Time to optimize 💪🏼

The Low Poly Model is the version of the character that actually runs in‑game.

We reduce the polygon count so Aran can move in real time without affecting performance.

The challenge is keeping the shape and essence of the high poly version, but with a much lighter mesh.

This balance between art and technical efficiency is essential in any videogame.

Have you ever seen a low poly model up close?

From paper to 3D. Once the design is defined, we move on to the High Poly Model: a version of the character built with t...
23/04/2026

From paper to 3D. Once the design is defined, we move on to the High Poly Model: a version of the character built with thousands (or even millions) of polygons. It’s like creating a “digital sculpture”; we just swap clay for pixels.

Here we aim for maximum detail: wrinkles, folds, organic shapes, volumes… carefully shaping every millimeter to bring Aran to life.


Did you imagine this phase was so meticulous? ⬇️

Every character is born on paper.Before Aran can wield his sword in Blades of Fire, he goes through a key phase: concept...
21/04/2026

Every character is born on paper.

Before Aran can wield his sword in Blades of Fire, he goes through a key phase: concept art 🎨🖌️

This is when we explore silhouettes, personality, proportions and visual style.

It’s the moment to experiment, discard ideas, and try again until we find that spark that defines the character.

How does this first version of Aran make you feel?✨

Every character is born on paper.Before Aran can wield his sword in Blades of Fire, he goes through a key phase: concept...
21/04/2026

Every character is born on paper.

Before Aran can wield his sword in Blades of Fire, he goes through a key phase: concept art 🖌️🎨

This is when we explore silhouettes, personality, proportions and visual style.

It’s the moment to experiment, discard ideas, and try again until we find that spark that defines the character.

How does this first version of Aran make you feel? ✨

Dirección

Calle Lanzarote 19
San Sebastián De Los Reyes

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