Zecmo is back from GDC and Block Shooter is ready to roll


Some of the team got to visit America’s second best city, San Francisco, and be surrounded by game design luminaries all week.

Some of the team stayed here and played games and got some work done. Kind of. I have recently acquired Bioshock 2 and Final Fantasy XIII and one of them is definitely holding my attention much better. Hint; It’s not Final Fantasy.

The GDD for out next project is finished and some of the rough art is done. Scheduling should follow. Should.

I can’t wait for summer and all that entails.

GDC 2010


Back in GA. My first GDC experience was awesome.
Met a lot of cool people.

Got to hang out with Kill Space.

I updated our twitter with frequent updates. Check that out if you’re curious where I was.

Showed the demo off in the back of the expo, in hotel rooms, and once in a stair well.

Overall, our teaser demo seemed well received. It feels good that people had a good understanding of what we are attempting to achieve. Some people even said it in some ways reminded them of Earthbound. That makes me happy in ways I can’t really convey.

We shall endeavour to update more frequently and also plan to put up our teaser for DL soon.

Stay tuned for more updates : D

GDC is coming. And so is Zecmo.

as_banner_sleep_outlinesSo it’s that time of year again. The time of year where I get to sit at home and be jealous of all the slags who get to attend Mecca for game development, GDC. Barring any miracle of circumstance I will not be attending this year but it looks like Zecmo may grace the unwashed game dev masses with his lovely presence in March.

What this means for us on the dev side means polishing up our Sleep demo so he can show off all our hard work from the past year. And by polish I mean finish the remaining 50% of work left to make it presentable.

My first assignment is to finish up the rough outlines for the Demo areas to be passed off to or illustrious illustrator, Matt.

This is what I will be doing for the next two weeks I’m sure.

Next will be some more enemy design and roughs, again for Matt to make palatable.

It’s going to be a busy month, I know, but busy in a way that feels good like crunch time can if you love what you’re doing.