All in all, let’s just say the office has become a little bit more glamorous in the last few days.
Archive for October, 2010
We’ve announced our participation in the SCEA Pub Fund program! The official Press Release is available here. We’re pretty happy to be a part of the program.
Also, we’ve received some great media coverage lately. Highlights include:
- Chris “Harveytime” Harvey’s recent PlayStation Blog post. “Hello delicious humans!”.
- An Electric Playground TV segment about our studio and the game (airing this weekend on G4, Monday on CityTV!)
- New articles on Joystiq, DIYGamer and Co-Optimus
I also wanted to send a shout-out to Fire Hose Games. We met up with the Fire Hose guys at both PAX and E3, and a few of us had a chance to try their game Slam Bolt Scrappers at PAX. It was a fun, hectic experience .. a fast-paced puzzle game that mixes building and brawling (check it out here). Like us, Fire Hose will be releasing their game as a PSN exclusive early next year.
.. and that’s it for now! More to come soon.
Following on Graham’s post, I thought it might be interesting to show various screenshots and images from Tales from Space: About a Blob over the game’s development. We’ve been working on the game in some form or another for quite a while, so looking at these pictures is like a stroll down memory lane for me.
The image above is an early concept drawing for the game. The origin of the game’s art style is on display quite clearly, and I still really like the dangly-bits on the blob. This image reminds me of working in Graham’s apartment and watching the Colbert Report at lunch on his PVR.
This one is a screenshot from an early tech demo video. The blob had no eyes and absorbed objects really slowly. He was able to climb up most obstacles with ease, but was really hard to control. By this time we had graduated to working in a dark basement office.
This screenshot is from one of the many sample levels we built before entering full production of the game. The look isn’t too far from where we are now, although there are still a lot of differences. The blob’s eyes at this time were very different, the blob was very bouncy, and style of the people was much simpler. We were still in the basement office at this time.
This is a very recent screenshot. One blob is using a special power, and the people are much more detailed. The final game will probably look a little different from this, but not too much. Now we’ve moved to an upstairs office with giant windows that let the sun bake us in the afternoon… how far we’ve come!