Meet Cornfox & Brothers: The indie studio behind Oceanhorn 3
Set one thousand years after the events of the second game, Oceanhorn 3: Legend of the Shadow Sea challenges players to navigate the treacherous Shadow Sea with Em, the infamous technopirate and her rugged crew of Warlock’s Revenge.
It’s an epic odyssey where players explore lost islands, battle titans, and unlock the secrets of a vast, visually stunning world.
Inspired by the Zelda-likes and JRPG titles beloved by the team, Oceanhorn 3’s Skill Drawer battle system brings an extra dimension to the action, adding a tactical layer that requires players to use skills, attacks, and spells.
When it came to choosing an engine for the project, Cornfox & Brothers knew the approach they’d take straight off the bat. They’ve been using Unreal Engine for over ten years, developing the first Oceanhorn game in a custom engine before swapping over to Unreal Engine 4 for the sequel.
This new title would be built on the most recent version of the engine, UE5.
“Unreal Engine has been a solid backbone throughout our development process,” says Antti Viljamaa, Co-Founder of Cornfox & Brothers and Lead Programmer on Oceanhorn 3. “It really lets us be creative; we know the technical foundation is reliable, so we can just trust it. That’s allowed us to implement our vision for the look and feel of our games.”
Antti focuses on gameplay programming on Oceanhorn 3, including building out the game’s combat mechanics. As someone who’s hands on with the engine every day, he values tools and workflows that are as frictionless as possible.
“I like that Unreal Engine doesn’t get in the way—quite the opposite,” he explains. “It inspires us to try out new things.”
As a small studio, every member of Cornfox & Brothers has to wear multiple hats. The ability to maximize productivity isn’t just a nice to have—it’s a must.
This enables the team to push the hardware to its limits on high-end devices—without compromising playability on entry-level hardware.
Having used UE4 for the previous game, Cornfox wanted to take advantage of the improvements in UE5 that had been made to the optimization tools. The Mobile Previewer now enables developers to emulate specific device profiles and 16-bit float shaders for improved testing, for example.
That’s where UE’s comprehensive bank of learning resources became invaluable.