Precursor Games Launches Questionable Kickstarter Campaign For Shadow of the Eternals

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The crowdfunding efforts for the spiritual successor to Silicon Knights’ Eternal Darkness: Sanity’s Requiem have now been extended to Kickstarter. Precursor Games is looking for the remaining 1.35 Million it needs to successfully create Shadow of the Eternals for the PC and Wii U platforms. However, the Kickstarter project creation is troubling for several distinct reasons:

  1. Silicon Knights states that the studio is still operating without it’s former President Denis Dyack, but it’s CFO, Mike Mays, is unable to cite a studio location.
  2. Denis Dyack’s LinkedIn states he’s been the Chief Creative Officer at Precursor Games since July 2012, which means he made the jump to Precursor just one month after the Epic lawsuit went south for Silicon Knights.
  3. Silicon Knights DID confirm it’s closed offices, laid off employees and sold some of it’s development assets, including computers, to Precursor Games.
  4. Precursor Games is a Canadian development studio, which directly contradicts Kickstarter’s project creation
  5. The initial funding goal on Precursor’s official page was set at 1.5 Million and aimed to cover one episode of content. In contrast the Kickstarter backer tier that starts at $25 offers multiple episodes as part of the pledge tier.

Kickstarter has been under fire as of recent with projects like Zach Braff’s Wish I was here, Penny Arcade’s $10 funding goal for a new podcast and now what seems like the bending (not breaking) of the companies eligibility rules. This will be the first time Kickstarter has sanctioned a project north of the U.S. border. When Game Informer reached out to Kickstarter for additional clarification of how a Canadian studio was able to launch a campaign they were given this statement:

Regarding who on their team meets those requirements, that’s really a question to pose to them.

This seems to be stating that at least one member of the Precursor team meets the standard guidelines all projects need to adhere to. It seems as if Kickstarter may have allowed a project to be created on a small mention of a Buffalo, New York office. If a member of Precursor Games alleges:

  • You are 18 years of age or older.*
  • You are a permanent US resident with a Social Security Number (or EIN).
  • You have a US address, US bank account, and US state-issued ID (driver’s license).
  • You have a major US credit or debit card.

They should be held accountable for providing said credentials to the crowdfunding platform. If credentials were given to Kickstarter they aren’t necessarily (I don’t believe anyway) subject to releasing said information to legitimize a project. However, Precursor Games shouldn’t have any issue with providing these credentials in a much needed gesture of transparency. No statement has been made at this time.

Until this point we haven’t even mentioned the lawsuit former Silicon Knights President Denis Dyack is tied to. The now essentially gutted studio ran into trouble with Epic over it’s failed use of the Unreal Engine 3 game development tool. Silicon Knights alleged Epic withheld important pieces of it’s Unreal Engine during the development of Too Human, which resulted in the studio having to make use of a proprietary game engine. The suit was settled nearly a year ago today completely in favor of Epic.

Questions are mounting at an alarming rate in reference to the Shadow of the Eternals Kickstarter campaign. If Precursor Games hope to succeed in their funding efforts, and in the future as a legitimate developer, they’ll have to provide some much needed clarification to the media. Our hope is that credentials are readily provided and Kickstarter is subtracted from this less than savory equation.

We’re simply putting forth the facts and unanswered questions that have many feeling cautious about Precursor’s campaign.

UPDATE: We’ve reached out to Precursor Games for further clarification. We’ll update with more information as it becomes available.

Ubisoft Releases A Six Minute Watch Dogs Game Play Demo

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Most of us have been waiting to see a substantial amount of game play before making our minds up about Ubisoft’s Watch Dogs. It comes out in the same general release window as GTA V after all. I find a few aspects of what I see to be particularly interesting.

  • High security areas marked red on the mini map
  • Objective markers within the map marked by a hexagon shape
  • Nearly transparent white lines guide you to specific objectives and items of interest
  • Diamond shaped shop icons

 


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All of these features are used in the Assassin’s Creed series. Throw in the fact that taking the “ctOS” allows you to gain all of the benefits in that particular area of the city, and we’ve got some striking similarities. Back in February it was revealed Watch Dogs will run on a “new” game engine, but really it’s a mashup of many engines that have been used at Ubi in the past. One of particular reference here is Assassin Creed 3′s Anvil Engine.

From what I’ve seen Watch Dogs is borrowing a bit too much from previous Ubisoft games to make it a contender for the open world title at the end of 2013, but there’s still plenty of time to prove me wrong. Are you sold? Am I completely out of line?

 

The Realm Bonus Features and Character Development Detailed Via Update

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The Realm has been featured several times here on iGR during their Kickstarter campaign. The collective teams of AtomHawk Design and Lantern Interactive have completed their final updates to the project for the week, so we thought we’d wrap them up for you. Before and/or after the updates feel free to check out my interview with Tom Szirtes for a bit more insight into The Realm.

First up we have an interview with Charlie Bowater (The Realm’s concept artist) wherein she talks a bit about the development of the two main protagonists Sarina and Toru.


 


Next up we have another team member in front of the camera (Tom Szirtes) talking about the “bonus features” of The Realm. I’m not sure there’s a better way of describing non-essential.


 


The updates that the conglomerate studios are presenting aren’t showing what will get them over the top funding wise - game play. Until the folks at Lantern and Atomhawk have a substantial game play demo, or prototype to show off they’ll continue to trend towards falling short of their funding goal. It’s my hope they have something big planned for their last leg of the campaign. Szirtes and company have worked all over the industry assisting in the creation of many AAA games, and it’d be a shame for their first internal project to fall short of the goal line.

iGR Feature - Jagged Alliance: Flashback Kickstarter Nearly Half Way Home

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Since 1994 Jagged Alliance has seen more installments to it’s long running series than I have fingers. Some iterations have released to fan and critical acclaim, and others have fallen on their own swords. As we approach the original games’ twenty year anniversary, a new studio takes up arms in an effort to wipe away the past, and “reset” the franchise.
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Space Hulk developer Full Control wants a whack at the tactical turn based strategy Jagged Alliance is known for. Space Hulk is yet to release, but it does rely heavily on the TBS elements that will be the bread and butter of Jagged Alliance: Flashback. The Danish developer has a steep goal of $350,000 to make the “reset” a reality. Full Control is nearly half way to the finish line at this point with just under two weeks to go.

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Full Control aims to add new features to the calculation that will hopefully help to reincarnate the franchise. The addition of a cover system, stealth mechanics, and environmental features will beef up the familiar game play formula. Another distinction of Flashback will be it’s base and squad management systems. Once a strategic area has been secured you may find yourself having to fend off the enemy to maintain control. The team also wants to invigorate the RPG elements that helped define the early installments of the franchise. It’s always an uphill battle to take a franchise and revitalize it, especially one that’s roughly the same age as Kate Upton.

It’s a distinct possibility that Full Control can breathe new life into Jagged Alliance with their plan of staying true to the core franchise fans, all the while adding much needed updates to the series. They’ll need help reaching the lofty goal they’ve set fourth, but think about this, for just a minute. If Penny Arcade is able to fund a new podcast on Kickstarter when they have no business doing so, why not help a small developer take a swing at the curve ball that is Jagged Alliance? Head over to their Kickstarter page to check them out, and fund if you take interest.

 

iGR Feature - Kingdom’s Fall Strives To Recreate The Magic Of The NES Adventure Game

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Some of my earliest memories as a gamer are of the NES gaming console. When I think back to a time when 8-bits were all the rage something very small inside feels resentment towards the blockbusters of today’s gaming industry. Don’t get me wrong, I love our current gaming variety, but the simplicity that created the gamer I am today has been lost, to an extent.

That’s what initially drew me to Kingdom’s Fall. Well that and the fact that it’s a nearly finished game. Games like Zelda: A Link to the Past, Metroid, and others are cited as inspiration for Kingdom’s Fall. Looking for dungeons to raid, powerful items to wield, and enemies with differing AI sets? Kingdom’s Fall will offer all of this, and more. Another fact that’s easy to get excited about is the choice of platform. Project creator Dustin Hendricks has chosen objective-c to write his game, which will make it a rather smooth operator on the iOS platform. Many times mobile gaming is bogged down by lack of content and repetition, but you’ll find a deep action adventure experience on iOS with Kingdom’s Fall.

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The heart of this action adventure experience will be it’s challenging game play, unique items, and charming story. Examples you say? Here’s a short list:

  • Battles will be won or lost depending on which four items you choose to equip for a given situation.
  • Weapons included range from standard medieval fare like swords, to fire wands, and defensive items like the protection cape that offer passive attack when activated.
  • Some more powerful items will include a cool down mechanic to thwart spamming, and ensuring the game retains it’s challenge.
  • Puzzle elements will have you using special abilities like warp to transport your character to different corridors and areas.

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The story revolves around a kingdom being threatened by an unknown, unforeseen danger. As either the Prince/Princess (that’s right girls!) of your father’s kingdom you’ll have to protect the realm from the Necromancer King and his undead army. Defeating the Necromancer’s generals in succession will weaken him, and ultimately allow you to defeat him, securing the kingdom once again.

Project creator Dustin Hendricks is simply looking for some additional funding to pay a talented artist to create more detailed visuals. He’s also looking at some great music to accentuate the game play. What’s seen in the current screen shots of Kingdom’s Fall isn’t representative of the product that will be sold on the app store. Most of what you see is placeholder sprites that will be completely revamped with the money pledged by crowdfunding.

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If your a fan of olde tyme gaming fan or want something a bit more substantial in your mobile portfolio Kingdom’s Fall is a great choice. Head over to the projects Kickstarter Page to learn more.


 

iGR Feature - Welcome to Boon Hill ‘They Say This Graveyard Is Haunted, You Know’

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Welcome to Boon Hill, is perhaps, the most interesting project I’ve ever laid eyes on. By extension it’s project creator Matthew Ritter is one of the most eclectic and disarming people I’ve ever had the pleasure of speaking to (you’ll hear more about our conversation in the coming week). Welcome to Boon Hill is a mighty juxtaposition, especially for the gaming industry. Which is most likely why Matthew has turned to the great folks that support crowdfunding and Kicktarter (iGR’s readers definitely fall into that category).

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The premise of this Graveyard Simulator can be described in fewer words than most menu items at a fast food restaurant. In Matthew’s own words Boon Hill is , “primarily about exploring a graveyard and reading epitaphs.” it’s quite a grizzly description, but the underlying plot is what I find so damn intriguing. This isn’t a game that will hold your hand, nor will it attempt to maim your avatar. It’s a game that gives it’s players credit, credit enough to imply instead of shoving it’s plot down your face.

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The history and suggested stories that unfold during your aloof tread through Boon Hill are what makes it such an amazing concept. Over a thousand individual grave markers will help you decipher stories of life, love, sorrow, and joy. The simple pixel art, music, and sound will help immerse you in the experience, all the while leaving your mind open for infinite interpretations of what you’ve read on Boon Hill’s many epitaphs. You may even run across unique NPC characters that help bridge the gaps that have been created by your own mind. I say, ‘may even run across’ because there’s no linearity to anything you’ll be doing. Wandering within the set parameters of the cemetery freely is what Boon Hill is all about, and the caretaker may be busying himself with a grave on the east side of the hill while your trouncing about the west.

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Welcome to Boon Hill is a concept and a game unlike anything you’ve ever experienced (unless you built your own graveyard simulator, and enjoy it in privacy..in that case my question would be ‘why didn’t you put it on Kickstarter!?’) Speaking of Kickstarter, go check out Welcome to Boon Hill’s page, and contemplate on whether, or not you want to be a part of one of the most unique games that’s ever been made. The person behind Boon Hill is just as eclectic and unique. I look forward to sharing Matthew and I’s conversation in the coming week. I’m sure it will fill in some blanks.


Kickstarter Projects You Should Pay Attention To #8

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Is it Wednesday already!? It’s been a huge week for Kickstarter. We have great new projects for you to check out. Our list this week includes…art!? Relax, it’s about the origins of your favorite comic book characters, sheesh. We’ll also get your dungeon crawling juices flowing and show you how awesome reading epitaphs in a haunted graveyard can be. All on this weeks Kickstarter Spotlight. By the way, if you haven’t already, check out kicktraq information on trends on Kickstarter. I’m tired already, here we go:

O R I G I N Series - Ninjabot - Las Vegas, Nevada

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Many and more of us are fans of comic book characters in one way, or another. Some of us collect, some read, and some only see these gods among men/women on a screen. Regardless, super heroes are pretty inherently ingrained in our psyche by now. The folks over at Ninjabot obsessed over their favorite characters. They looked at the events that made them into the figures we all know and love, and in stunning fashion Arnel and Estefania have captured the origins of our beloved heroes in a single, solitary moment. The O R I G I N Series has already obliterated their initial Kickstarter goal, but there’s plenty more characters to check out. In fact, they just revealed their X-Men prints in the past couple of days, and we wanted to show you, first hand, the fruits of the talented pairs’ labors.


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Don’t forget to check out Ninjabot’s feature article and our exclusive interview with the dynamic duo! If you are interested in grabbing some prints from Ninjabot via their Kickstarter project just use the banner ad at the very tippidy top of our page to check them out!


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Welcome to Boon Hill - Matthew Ritter - Orange, Ca

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Matthew Ritter is literally one of the most eclectic and charming people I’ve had the pleasure of speaking to. His idea for Welcome to Boon Hill is just about as morbid as you can imagine, and he fully embraces it. In Welcome to Boon Hill you’ll find yourself aimlessly wandering a less than deserted graveyard, reading gravestones. When you think about it, that’s one of the more imaginative and unique things you’ve ever heard of in your life. The simple aesthetic paired with an equally simple concept leaves room for the mind to wander, and that’s exactly what Matthew wants. Your time at Boon Hill will be reserved for thinking about who’s underneath these headstones, what they meant to others, and encountering the many colorful NPCs that inhabit the graveyard. The story will unfold entirely on it’s own and within your own imagination.


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Matthew has already surpassed his initial goal, but there’s plenty more that can be done with Boon Hill. Including ports to other platforms, improved graphics, new areas, and a possible profit? If you are depressing enough to head over to Matthews Kickstarter for Boon Hill he promises to make you cookies, chocolate chip cookies, made out of internet.



Tinykeep - Phi Dinh - Newbury, UK

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Phi Dinh has shared many of his inspirations for creating Tinykeep in his Kickstarter pitch. One of which is my all time favorite table top board game HeroQuest. Tinykeep is a randomly generated 3D dungeon crawler. As previously stated in our initial coverage of this ambitious project, the approachable story and aesthetics are only the beginning. Tinykeep’s strength will come from it’s powerful dungeon creation, advanced AI, and unique enemies.


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If you’re a fan of the genre, or of awesome stuff in general, we recommend heading over to Phi’s Kickstarter page. He can’t randomly generate funding, or he wouldn’t be here.



Kingdom’s Fall - Dustin Hendricks - San Francisco, Ca
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Dustin Hendrick’s founded Last Life Games when he began conceptualizing Kingdom’s Fall. His inspiration for the project stems from classic 2D action adventure games like Zelda and Metroid. Kingdom’s Fall will offer you an open world full of enemies, items, puzzles, and foreboding boss battles. There’s no specific character leveling structure, instead it’s replaced by 20 unique items that offer you new powers and unlock previously forbidden areas. You’ll have to carefully choose which inventory items you want equipped to succeed in the challenging situations that are presented to you in Kingdom’s Fall. Dustin focused heavily on AI in Kingdom’s Fall. Some enemies will patrol areas, others will wander, and a select few will have the ability to teleport. Your all that stands between your fathers kingdom and a horde of the undead lead by the Necromancer King, so tread wisely in this unique action adventure game. Kingdoms is essentially finished, Dustin just wants it to have a more appealing aesthetic, and that’s what he’s seeking funding for. Fans of NES, SNES, and SEGA Genesis will feel right at home here.


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Head over to the Kingdom’s Fall Kickstarter to help get Dustin started on his goal.



Whew! Another week in the bag. Support crowdfunding! We’re pleased to present you with our finds on a weekly basis, and are always elated to see our highlighted projects succeed. Again, you (our amazing readers) make our news outlet possible and we hope you extend that kindness to projects that you are personally interested in becoming a part of. Don’t forget to check out our latest interview with StillAlive Studios - they took a much needed rest from their insane schedule, only to be pelted with my many question stones. See you next week folks!


iGR Exclusive - StillAlive Studios Discusses Their Kickstarter Son of Nor

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As you well know, iGR has been working with several notable Kickstarter project creators lately. We work our hardest to create awareness of deserving crowdfunding projects that break the mold of what we’ve been seeing in the games industry for far too long (convention). We first mentioned our next project in last weeks Kickstarter Spotlight. StillAlive Studios will allow you to move deserts and mountains in their planned action adventure game - Son of Nor.

Julian Mautner, Chris Polus, and Ricardo Valenzuela did an amazing job of deflecting the barrage of questions I levied at them with awesome answers. StillAlive is, in many regards, the studio that game developers dream about working for. Their project, Son of Nor, checks all the boxes of a game players have been craving for. Now it’s time for me to stop talking so much, and give the floor to the great people at StillAlive:

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Dylan: StillAlive Studios was conceived in 2010 as a three person team. From there it looks like you’ve attracted a veritable United Nations of talent. Was it your current project - Son of Nor - that made the rest of your team “gravitate” (sorry, pun intended) to StillAlive’s ranks?

Julian: Yes and no, when I started asking for help in various channels and forums I did mention Son of Nor as the current project. Though back then it was a completely different game, but still it got people interested. But I don’t think SoN is the only reason of why our current members joined SAS, I also think that the fact that we are a distributed team and people can work from their homes, which is almost never seen in the game industry, made this project even more attractive and friendly.

Dylan: What games have members of the development studio been a part of in the past?

Julian: Almost all of us have previously worked on games, although most of them were not commercial, for example: Ricardo (Game Designer) worked for Freaky Creations which is currently developing To Leave and Jason (Artist) who worked on Ironwars. Also Daniel (Concept Artist) worked on many mods including a ton of stuff for DOTA2 and Adrian (Art Director) has a lot of experience in the action figures and toy industry. I myself on the other hand did already several projects on my own, or within a small team I led.

Dylan: When did the principal development begin on Son of Nor?

Julian: We could say that SoN’s development started in early 2012. Although the project initiated quite some time before, most of the time up until then we worked on getting the team together and of course team organization.

Dylan: At what point in development did you decide to turn to crowdfunding via Kickstarter?

Julian: We have been working for over a year in Son of Nor without pay, we have used all of our savings and we have reached a stage where we can’t go on without help, this is why we decided to turn to Kickstarter. We really need the people’s support, we don’t have an office, someone famous or a publisher behind us, we have built this from the ground up and we are really proud of what we have so far.

Dylan: Many games have tried to use physics to manipulate the environment, and represent supernatural character attributes. What game, in your opinion, came closest to getting it right in the past?

Julian: That is really a tough question. In terms of Physics only I’d say “From Dust”, although it is a different game entirely. Maybe also the game Crazy Machines.

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Dylan: Son on Nor seems to have most of it’s in game physics engine operational, and a working prototype is shown in the KS pitch. What additional elements are you planning to add to the game?

Julian: We are currently working on various stuff, one of them is the elemental magic combinations and also how some objects and elements react with each other, for example if you cast a fire spell on the sand it will turn to glass!

Dylan: Three main powers are outlined as being available. Telekinesis, Terraforming, and Elemental Magic. One of the manifestations of the elemental branch is named essence. What type of attacks will this form of Elemental Magic consist of?

Julian: We have named essence the elemental power of life and death because, well, one is the absence of the other, so life is not death or the other way around. Thus they’ll have something to do with souls ;-) I will say just that for now, since we want to keep these powers a surprise ;-)

Dylan: I love the fact that stillalive is aiming to reduce the presence of HUD and UI elements in Son of Nor. What current games will you be taking queues from to conceptualize the sense of full immersion?

Julian: Thanks! although we have many games as inspiration, the main ones are of course Dead Space with their integrated UI in the player’s suit and for the crosshair our game designer took inspiration from the minimalistic crosshair featured in LA NOIRE.

Dylan: It sounds like your hoping to split the game about 50-50 in regards to combat v puzzles. Is that to control the pacing of the six chapters Son of Nor will consist of?

Julian: Yes and no, we love our combat, we think it is quite unique and that it is really fun in multiplayer, the way you change the maps because of the destruction and movement of the sand, it becomes havoc! But we also like strategies, using the mind to solves problems, this is why we are integrating puzzles that use the physics and abilities in our game, we want to show our gameplay is useful for many different things.

Dylan: We love seeing and learning about game development. What were some of stillalive’s motivations for publishing over thirty dev diaries during the development of Son of Nor?

Julian: Feedback is super important for game development, and we thought this was a nice way to start before going into beta testing. We read and take into consideration every comment as we create our game, and so far it has been great, the public resonance and the feedback has been pure gold.

Dylan: It seems like Son of Nor will be a rather emotionally charged story. With the player acting as a guardian for humanities last bastion of hope The Edge. How important will Son of Nor’s soundtrack be in reinforcing the powers, emotions, and environments in the game?

Julian: It will be super important, after all in an audiovisual product, audio is half of it, right? We already have a great composer working for us, Mike. You can hear his work in the Son of Nor Kickstarter video and also in the page’s body text. Also our sound designer and producer, Chris. He has been working with us since the beginning and his output has been amazing. There’s an internal demo where there are these arrow traps and the sound effects of the arrows passing by as you come in closer are incredible.

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Dylan: What’s up with the Sarahul Empire? What are their motivations for wanting to exterminate humanity?

Julian: The enmity between Humans and Sarahul is quite old, over 400 years old! The two races came into existence at the same time, they are called the second litter, since they came after the Aitharii and the Horastes. Both civilizations were quite peaceful and united, until one day the Sarahul started to develop magic. This magic gave them power, and with it, ambition and superiority, which they used to enslave the human race. As time passed by along with certain events, humans started developing magic powers too; this let the humans be free from the shackles of slavery and continue being an equal civilization to the Sarahul. Sadly, the Sarahul feared that the humans would take revenge at any time, and of course humans had the grudge of past history, this created tension that later exploded into The Great War which human’s lost and brought them into the brink of extinction.

Dylan: When I think of physics based puzzles, one of the best examples I can think of is Trine 2 by Frozenbyte. It was intriguing having to use many different combinations of powers to advance through the puzzles. What types of physics based puzzles will inhabit Son of Nor? Will they include multiple stages with different abilities needed to solve them?

Julian: We will have different kind of puzzles. From huge ones that go throughout a whole level to smaller concentrated ones. These puzzles will be created in a way that you will have use all of your powers or maybe just some in certain ways. These puzzles include the use of telekinesis, terraforming, elemental powers and of course multiplayer cooperation. And yes… Trine was an important inspiration for us ;-)

Dylan: Our final question is in reference to what stillalive envisions for PvP mutliplayer in Son of Nor. How do you think combat would function? Can we expect Team Deathmatch with players crushing entire teams with enormous boulders, trapping them in sand dunes, and barbecuing their opponents to a crisp?

Julian: Yes! you can expect that and even more. We are also thinking on new, original and exciting PVP modes that use the best of our gameplay mechanics. And for those puzzle-lovers we are currently thinking on adding additional PVP modes that gives more importance to solving puzzles than combat (although there will be a presence of both)

We’re genuinely excited to see what StillAlive has up their sleeve that wasn’t discussed with us, and for them to reveal those details, Son of Nor has to meet it’s funding goal. Our readers are constantly impressing us with their level headed approach to the community we’ve built, their dedication to being informed and mature gamers, and especially for their thoughtfulness. Son of Nor is a game that’s worth funding and StillAlive has presented us with a well oiled prototype that’s been garnering a lot of attention. We hope that our questions helped answer some of your own you may have had about their Kickstarter project.


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iGR Feature - A Tinykeep With Huge Potential On Kickstarter

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Kickstarter is quickly becoming a powerful component in today’s gaming industry. With the likes of inXile (Brian Fargo), City State Entertainment (Mark Jacobs), and Obsidian turning to CrowdFunding it’s hard to miss some of the more modest projects afoot….especially tiny ones.

The story of Tinykeep is catchy, simple, and inspired. You’ve been imprisoned for longer than you can remember, and one day you wake up a free man with one objective - escape the Tinykeep! It’s inspirations are even more nostalgic. I’m a geek, a large one at that. So when the board game HeroQuest is cited as inspiration, I pay attention. I remember long nights sitting with friends, playing as both hero (mostly barbarian) and the evil wizard Zargon. The fun of HeroQuest was in it’s unique dungeon generation. Items like bookcases, alchemy workshops, traps, thrones, and doorways were used to create rooms either upon a heroes entrance, or as an objective to reach. Tinykeep will take queues from that kind of creative level design when randomly generating dungeons for players.

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Tinykeep is a fantastic concept full of potential and it’s Kickstarter launched just days ago. Phi Dinh has been painstakingly working during his free time on evenings and weekends to provide a prototype. Now he needs to broaden the horizons of the project to fully realize his vision. It’s a project that has “proof of concept” behind it’s 3-D randomly generated - Action RPG elements. A large part of the efforts from here on out are going to be dedicated to enemy AI, For those of you that don’t want a walk in the park (ughgh..Dark Souls). A variety of enemies are already in the works with more planned based on stretch goal funding. The visuals are, again, simple yet detailed and the plan of creating a living, breathing dungeon full of baddies has us excited.

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Keep an eye out for more coverage of Tinykeep, and in the mean time check out the Kickstarter-campaign for more information.


 

 

iGR Exclusive - Ninjabot’s In The Hot Seat Discussing Their ORIGIN Series Kickstarter

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The folks over at Ninjabot were able to fit in a brief chat about the O R I G I N Series Kickstarter during their trade show filled weekend. Ninjabot is comprised of Arnel and Estefania, both are accomplished illustrators, graphic designer’s, and effects artists. They met while in art school back in 2007 and decided to start their own business, thus Ninjabot was born! I thought it’d be fitting to share a bit about the pair before we get into the interview about their wildly successful Kickstarter-Campaign that’s currently close to 600% funded, and for good reason.

At any point throughout the interview if you’d like to check out the Kickstarter and pledge to this great project - just click the great looking banner ad at the top of the page!

Now it’s time to get down to brass tacks and see what these two, in their own words, Geeky, Nerdy, Artsy people are all about.

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Dylan: First of all, thank the two of you (Estefania and Arnel) for taking time out of your busy trade show and Kickstarter schedule to talk to us! My first, and most anticipated Q that I need an A for is…how’d you, first, come up with the Ninjabot company name, and second how was that awesome domain name still available in August 2011!?

Arnel: Steph and I realized we couldn’t call our company “The Art of Estefania Rodriguez and Arnel Baluyot”

Steph: That would never fit in one banner.

Arnel: The name had to be catchy, easy to remember, and indicative of pop culture.

Steph: And the domain Ninjabot by itself, wasn’t available!, boo! but the name “TheNinjabot” was, so we were able to keep our name.

Dylan: When did the two of you meet, and how long did it take you to start creating art together?

Steph: We met a little over six years ago in art school, and we’ve been dating ever since, but we didn’t start the company until about a year, and a half ago after we decided we wanted to work for ourselves after we left SDCC ’11.

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Dylan: Is the O R I G I N Kickstarter Ninjabot’s first crowd funding effort?

Arnel: Nope, our first one was a series of pin ups, that we were also able to fund with Kickstarter.

Dylan: Ninjabot’s portfolio spans just about everything one can imagine in a pop culture sense. What’s your favorite genre to portray in your art?

Steph: Aw, thanks. For me it would have to be funny. I love creating prints that are funny, and cute. Pun filled prints are awesome! I love making those.

Arnel: I love designing movie posters. Trying to sell a story in one image is one of the most enjoyable things about our company.

Ninjabot-ORIGIN-Kickstarter

Dylan: We’re (iGR) all totally had a nerdgasm when we saw your art. What perspective did you take when coming up with the concepts for the ORIGINS prints?

Arnel: We wanted to take a very intimate and personal perspective for the series.

Steph: We wanted them to be more than just posters, we wanted them to be stories.

Dylan: When it comes to the ORIGIN Series, and some of your other work, we see characters from DC, Marvel, Image, and other comic book series. Based on the characters and execution of their stories, who’s your all time favorite comic book publisher?

Arnel: It’s hard to choose between the two big houses. Both have been in my life has far back as I can remember. I would have to say though that I lean more towards DC. Superman is my all time favorite character.

Editors Note: Bazingaa!

Steph: We seriously do love all of them really. We don’t do stuff because it’s one house, or the other, we do stuff because we are passionate about the characters, and the stories they bring to life so, I don’t think I can pick one, sorry.

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Dylan: In respect to the ORIGINS collection, what was the hardest part of converting an entire super hero origin into an image that conveys the story, tone, and feelings of that Seminole moment when a hero is born?

Arnel: Everything.

Steph: ..and more! Haha! There was no easy part, so we can’t say what was hard. None of these prints were born in a day. Everything about them was intense research, and thinking, and over thinking but I think it really paid off. I love them, and I, hope, that people love them too.

Arnel: This is probably the most ambitious series we have ever done. So far.

Dylan: Are you guys gamers? If so, in your opinion, do you game responsibly?

Steph: Yeah, we are. We love playing video games, and I especially love board games. Do I game responsibly? That would depend on your definition of “responsibly”, haha. But no, probably not, because that would mean that I can stop myself when playing after 3 hours… but sometimes I can’t! So, no. I don’t. It’s hard, games are awesome!

Arnel: No, no I do not game responsibly. If I’m into a game I will compulsively play said game until you pry me off of it.

Editors Note: We all have our moments of weakness, iGR forgives you Ninjabot.

Dylan: When are you going to do some video game prints!? What character would you be most interested in creating a work of art for?

Arnel: We’ve actually done a couple. We did the mushroom princess as pinups.

Steph: We do have some stuff in mind, but honestly we have such a big list of things to do, and it’s only 2 of us so it’s hard to keep up with our minds, and ideas.

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Dylan: The final stretch goal on your Kickstarter-campaign is titled “The Scarlet Duo”. I’m sure most of your backers know who they are. How special are these characters to you, and how badly do you want to create a print for them?

Steph: I’m actually ever more excited for a “secret” Stretch goal that we came up with two new prints for, but we haven’t mentioned it because we are kinda far from the goal so in case it doesn’t make it we don’t want to disappoint to many people.

Arnel: I love both of these characters. Both characters are funny in totally different ways. I can’t tell you how excited I am to finally show them off!

Again, I wanted to thank Arnel and Steph for giving us some of their time. It feels foreign to cover something that’s not video game related! But, one has to break away from the chains that bind every now and again. This dynamic duo has taken the time to research each of these characters and create expressive representations of their respective O R I G I N events. They are deserving of your time, and your pledge if you are passionate about any of the characters they’ve portrayed. Again, if you want to see more, click on the banner at the top of the page, it will navigate you directly to their Kickstarter-Campaign.


O R I G I N  Series - Art Prints by Ninjabot -- Kicktraq Mini