Skip to main content

Posts

Our First Gear vs. What We Use Now: How We Started and Where We Are Today

Starting something from scratch is never easy, especially when you don’t have the best tools or resources at your disposal. Today, we want to share our journey with you—the ups, the downs, and how we built Cryorbis Studio from humble beginnings. We hope this inspires those of you who are just starting your own path. The First Step: A Willingness to Improve We believe that the drive to improve is the key to making real change happen. Your current situation—whether it's financial limitations, lack of support, or technical struggles—shouldn’t be seen as a roadblock but rather as motivation to keep moving forward. The real strength comes from pushing past those limitations, not from having the perfect setup from the start. Success shouldn’t be measured by money alone but by the value you bring to others. When your passion is fueled by a desire to create something meaningful, discipline and perseverance naturally follow. Starting With Almost Nothing Like many self-taught developers, we ...
Recent posts

The Hardest Part of Being a Self-Taught 3D Artist No One Talks About

Learning 3D art independently is an adventure filled with excitement, frustration, and countless hours of trial and error. If you're anything like us at Cryorbis Studio, your journey probably started with a simple dream—to create breathtaking, high-quality 3D models for games. But as we quickly realized, mastering 3D art is much more complicated than following a few YouTube tutorials. The Endless Categories of 3D Art Making anything in 3D is an art form, and just like traditional art, it has multiple disciplines that require deep understanding. Modeling, texturing, lighting, rigging, material shaders, animation—each one is a specialized skill on its own. Professional artists follow structured pipelines and workflows that streamline these processes, but as self-taught artists, we had to figure them out the hard way. The YouTube Illusion: Copying Without Understanding When we first started, we turned to YouTube, searching for tutorials that promised to teach us how to model specific ...

Marvelous Designer - How Our Partnership Helped Us

3D modelling is never an easy task, especially for self-taught beginners like us. We still remember the excitement of creating our first 3D model in Blender. It was simple, nothing too fancy, but it sparked a sense of accomplishment. At that stage, our learning process relied heavily on YouTube tutorials, following each step meticulously to replicate what professionals did. We believed—and still do—that the best way to learn something new is to study and imitate the best until we develop our own techniques over time. However, as we delved deeper into the world of 3D modelling, we realized just how complex and demanding it truly was. Hard surface modelling, physics simulations, and texturing each came with their own set of challenges. But we had no choice—we had a vision for our game, and that vision required high-quality 3D assets. Learning 3D modelling was not just an option; it was a necessity. The Budget Constraints One of the first hurdles we faced was the cost of acquiring assets....

How a Small Idea Grew Into Something Bigger Than We Ever Imagined: The Creation of Lirai: Heir of Darkness

Ideas are unpredictable. They come and go like fleeting dreams, sometimes vague, sometimes vivid. Sometimes they make sense immediately, and sometimes they take years to evolve into something truly special. For us at Cryorbis Studio, ideas have always been at the heart of what we do. We see them as gifts from god, something beyond our control yet deeply personal. Every human creation, every piece of art, music, or technology, stems from an idea. They shape the world, fuel creativity, and push the boundaries of what’s possible. But ideas alone aren’t enough. They must be nurtured, built upon, and shaped through practice, learning, and experience. Lirai: Heir of Darkness is the perfect example of this journey—a journey we never expected to take, yet one that became an undeniable part of us. Where It All Began It started small. Really small. At first, it was just an experiment—a simple prototype for a sword-based combat game. Inspired by Devil May Cry , we wanted to explore fast-paced ac...

The Inspirations Behind Our Games Part-1

Every creative journey has a spark—an initial ignition that sets everything into motion. For us at Cryorbis Studio, that spark was anime. Not just any anime, but those that left a deep emotional impact, the ones that made us feel something indescribable. Some stories were so powerful and inspiring that they lingered in our minds, giving us an itch to create something of our own. At the time, we didn't even know that game development was viable for a small team or individual. It seemed like an impossible dream, something only large studios with massive budgets could accomplish. So, instead of making games, we turned to music. From Music to Game Development: A Journey of Passion In 2016, we started as a small music composition service specializing in epic orchestral pieces. It wasn’t for commercial purposes—just a hobby, something we enjoyed doing. We wanted to create music that evoked the same emotions we felt when watching anime. Surprisingly, our music resonated with people. We re...

Our First Game – A Fun Experiment That Started It All

Hey everyone! Today we want to share a little story about our very first game. It wasn’t meant to be a big project, nor did we even give it a proper name—but looking back, it was an incredible experience that shaped us as game developers. A Simple Idea, A Big Learning Experience The game itself was a straightforward third-person stealth experience. Players took on the role of a predator armed with nothing but a small blade, stalking through an open forest. Their mission? To eliminate the remaining soldiers sent to investigate a mysterious disturbance. The catch? The soldiers were equipped with M4A4 rifles, giving them a clear advantage in ranged combat. Despite its simplicity, the game provided plenty of fun moments, strategic gameplay, and tense encounters. Initially, we built it just to play around and show off to friends—it was never intended for publicity. However, through the process, we learned so much about game design, mechanics, and what makes a game truly enjoyable. Cloak, St...