Tag Archives: Digital Artist

“Going Kickstarter Crazy” : Week 12 Recap

*Caution* The word Kickstarter will appear more than ever in this post. That’s our life now.

We have waved goodbye to week 11, a week filled with big decisions, perseverance, and all-things Kickstarter. Here’s what happened at Reactuate Games:

Screen Shot 2015-08-14 at 1.50.13 PM
Meet Colonist #1.

The swarmbeast, who has given us more trouble for the past month or more than we originally envisioned, is finally rigged. Katey worked hard on the monster throughout the last couple of weeks, and now it is finally prepared to have rag doll physics applied to it.

Katey also created our very first colonist! At the moment, he is a faceless young man, but we are eager to see what Katey comes up with.

In addition to these projects, our digital artist also created our Colony TV icon. The icon was inspired by the old Comedy Central logo, but Katey put her own spin on it.Colony TV

The icon, colonist, and rag-dolled swarmbeast were all  originally going to be used in our teaser trailers, but with Kickstarter coming up so quickly, the trailers have been put on hold. These projects will be back in production sometime during September.

Austin continued working on the colony cam system, enabling the cameras to record real-time action at the ground level of the game. He’s also implemented the add or delete buttons that will allow players to have up to 8 cameras in their colony.

The reach of the wireless power towers was programmed into the game by Austin last week as well. Placing buildings that will need electricity, like houses and factories, will need to be more strategic now that structures must be within a certain distance of the power towers. Buildings will light up red if they are placed out of reach.

Ron focused a lot on the Kickstarter project. He officially created the KS page we’ll use for our campaign and  fleshed out the rewards for our backers. He’s also been researching into the technicalities of starting a campaign. Who knew there was so much planning involved in proper crowdfunding?

Hacking Kickstarter

The Crowdfunding Bible

Huffington Post’s Campaign Tips

Tips for Your Kickstarter Video

Forbes Crowdfunding Secrets

1,000,000 Sites on “Planning a Kickstarter

Oh, well apparently everyone.

Kickstarter has been haunting me in my sleep, too. Fortunately, some good ideas have come from it. I wrote up some ideas for the KS video that will be displayed on our KS page, and I’ve drafted some of the page’s content– what the game is, its features, info on the planet and the beasts, the backstory, our music, the budget, etc.  I’ve been told this is the most important document I will have written for Reactuate … so no pressure there.

When I haven’t been hyperventilating about our KS, I’ve done a little party planning. We are preparing to have two launch parties, one near the Kickstarter launch date and another near the the middle of the campaign. The first will be hosted for friends, family, and supporters. The second will be an e-sport tournament at a local university (hopefully). For some reason, we didn’t realize how much planning goes into these events, either, so I’m a little behind on the scheduling. But it will get done, and it will be fantastic!

I also posted episode 2 of the Say Something Smart podcast. In this episode, Angel and I interviewed Rob Buchheit of Nectar Game Studios. Listen to it here.

Dr. Brian Burton, assistant professor of Digital Entertainment and Information Technology at Abilene Christian University, stopped by the office last week for episode 3 of the podcast. This will be posted later this week. We shared some great conversation on the future of game development and the possibility of “electronic medicine”.

In other news, Ron finally picked a name for the game! After much deliberation, our game is now called …

Colony Rush

 

We’re excited to have an official name to accompany all the hard work we’ve put into making the game. It just makes the project feel that more real.

 

 

“What’s in a Name?”– Week 11 Recap

 

“What’s in a name? That which we call a rose
By any other name would smell as sweet.”

– Wm. Shakespeare


Shakespeare always applies. Even in game development.

***

I spun in my chair for what seemed like an hour as we processed the possibilities. The team and I sat in the office, mumbling words from the tops of our heads, some making good sense and others making us question our sleep depravity.

The new name of our project needs to be chosen. Time is running out, and our codename Guardian no longer fully represents our game design.

We’ve been told that the name will find us. A serendipitous lightbulb will go off, and immediately we will all know that that was meant to be our game’s name.

Others suggested we drink till something comes up — a name preferably.

While we waited on a name to emerge, plenty of other things happened last week:

Ron and I met with the owner of Abilene’s The Gathering Place, a hangout for those who love games, especially those who enjoy card games like Magic: The Gathering and Yu-Gi-Oh! . Though our audiences may vary slightly, we learned a lot from the meeting, and it’s always nice to see others who are passionate about gaming. We hope to attend the West Texas Table Top Con in San Angelo this weekend and spread the word about Reactuate Games and maybe make some friends in the process.

The Say Something Smart podcast recorded another episode, this time featuring co-founder of Nectar Game Studios, Rob Buchheit. We discussed such topics as their new game Project Resurgence, unrealistic females in video games to having “too much rhythm” for DDR. Episode 2 goes on Aug. 13th, but you can catch up on the series on our blog post, YouTube, or iTunes.

I also wrote a script and storyboarded a “happy” teaser trailer for Guardian. Reminiscent of the “Pure Michigan” commercials, this short video focuses on the touristy feel of the game. Within the next two weeks, this trailer will be released and showcase RG’s animation debut.

ColonyCams1
Colony Cams

Ron also worked on a storyboard for the “scary” teaser trailer. This video will consist of the problems that may occur in the game. We’re hoping to release this video a week after the “happy” one.

Our fearless leader is now moonlighting as a YouTube personality– sorta. His new vlog series focuses on leadership in a video game company. The first episode, entitled “What Does It Mean to Be Boss?”, is on YouTube and here.

The Kickstarter goals and rewards have been sketched out by Ron, too. Though RG’s main monetary goal has been cut, we still want to give our backers great rewards, so we all added our two cents in to what our supporters should get, and Ron created the final-ish list.

Our talented digital artist, Katey, has been hard at work on many different tasks. The Colony Cam, for instance, has come to fruition, with a rounded, futuristic appeal.

Katey also practiced rigging on her monkey, who’s been with us since day one. Now, the monkey can dance, bounce, shake, twist … everything but twerk! It’s a big accomplishment, as Katey had to watch a lot of training videos and spend a lot of time getting things into motion.

Screen Shot 2015-08-10 at 1.49.00 PM
Swarmbeast rigging

Now Katey is in the process of rigging the fearsome Swarmbeast, a monstrous alien that threatens the colonists. This creature will be featured in our trailers for the first time.

Austin focused on getting the UI elements in place and having them work properly when clicked on, including pop-ups popping up at the right time.

He also managed to get the colony cam system working, which is a huge feat for Guardian. Now, the colony cam is part of the UI, and players can see what is going on in their game at ground level. This interactive feature will hopefully appeal to players, who can now build their colony, watch it transform in real time from a colonist’s perspective, and share their world with their friends.

CamSmall

After all of this, we still don’t have a game name, but we know that our game will be awesome despite the title choose.

So, The Bard had it right after all.

 

“Five Minutes of Fame” — Week 10 Recap

Reactuate Games had an influx of visitors last week as the team prepared for bigger and better things happening with Guardian and the company. Among the special guests was Angel Rodriguez, who is now more like an official member of the team, co-hosting the Say Something Smart podcast with me.

Jon Sheppard of Sheppard Studios joined us in the Command Center, too; we listened to his take on our company’s musical interpretation. This theme encompasses some of the adventurous aspects we envision for Reactuate, but it also includes a hint of 8-bit to acknowledge our game development.  You can listen to the entire theme here.

IMG_7052
Ron on TV

Finally, Abilene’s KTAB news station visited us for a live interview last Tuesday. To say that we were as giddy as 12-year-old girls at a One Direction concert is an understatement. Sure, it was only local TV … but hey it’s a start! And as I’ve mentioned before, when you’re in a startup, you should celebrate the small wins. The KTAB crew was super nice and even complimented the cookies we offered (psst…. thanks United Supermarkets).

Task-wise, we got a lot done. Ron, who was on a task-slaying spree, accomplished much, writing and recording a couple of leadership vlogs (more news on those later), creating images for our podcast series, and installing some podcast plugins for our WordPress.

Ron was also our guinea pig for the first episode of Say Something Smart. Angel and I interviewed him and discussed a plethora of topics, including drug testing in professional gaming competitions and the real definition of gamer.  Before we started, I admit that I was a little nervous. The mic seemed to stare into my soul and stifle my voice from sounding natural. But as we eased into the podcast, we all started to mesh a bit more and flow with the conversation. Our first episode will be posted in a few days on our website, YouTube, and on iTunes.

I also sketched out some teaser trailers that we will hopefully create within the next couple of weeks. As of now, we have two visions: one lighthearted and the other … a little less so. We’re excited to finally get some moving video of the game out to the public and interest more people in Guardian.

Screenshot 2015-08-03 11.13.10
Power plant

Katey finished her recreation of the power plant (which now has a smoke feature). She also created some cool icons for the UI. They include simple images, so players will easily understand their function, but they are unique enough to be intriguing and admired as well.

Austin worked more on the UI system and implementing missions. He also put Katey’s icon to use. Buildings can now be placed in the game and rise from nothing upon command thanks to our code artist, too.

icons
Icons for UI

Reactuate Games does Super Smash Bros.

Last Friday, we had a blast playing Super Smash Bros. … and you can’t see it because our screen didn’t record any of it. But we promise it happened.

There was screaming and jeering and vengeful laughing– mostly from me– but everyone seemed to have a good time. And after some intense 4-player action, we talked about the pros and cons of this wildly entertaining game.

Pros:

  • So many characters to choose from! Not only do you have the regulars like Mario, Luigi, and Peach, but you also have Pac-Man, Pokemon characters, and the Wii Fit Trainers. Yes, the lady trainer pulls a yoga move. No, it didn’t do much — but it’s cool as an option anyhow.

    Screenshot 2015-07-27 17.03.18
    smashbros.com
  • Up to 8 people can play. Why would you want 8 to play? To add to the chaos, of course! As the saying goes, the more the merrier. And the more to demolish.
  • Developers still focused on details. If you attack someone with a shield, you’ll get hurt. Even with all the craziness happening, Jigglypuffs flying left and right, it’s nice to know that even these minute details work.

Cons:

  • We still don’t understand the controls. As Ron mentioned, he was just hammering buttons the whole time and played a lot of defense because he, like the rest of us, couldn’t really grasp what the controls specifically did. Nor could we find a tutorial. (But that’s kind of the fun, right?)
  • Controls vary with remote. This may not be a con so much as just an annoyance. We couldn’t help Ron, who had a Wii U gamepad, because our setup was so different. On that note …
  • The wii remote doesn’t have any effect on game play. The movement censor means nothing in this game (at least it didn’t seem like it). I see a missed opportunity.
  • Camera view plays favorites. Sometimes the camera would follow a character to their death besides focusing on the remaining players left on the platform. What gives? This sometimes made it difficult to continue fighting when others were defeated.
ssbyoga
en.wikipedia.org

 

Do you love Super Smash Bros.? Let us know in the comments below, or give us suggestions for our next Play & Learn!

 

 

 

 

“Fine-Tuning” — Week 9 Recap

As Reactuate Games gains more support and Guardian comes into focus, we have begun to notice the details that were once not a big deal — the things we said we’d get back to at a later date or work on once we get the bigger priorities complete. We did a lot of this fine-tuning last week.

We largely focused on a new podcast project we’re starting. Angel Rodriguez (find more about him here) and I will be co-hosting the series and discussing anything from video game development to how society can benefit from playing these kinds of games.

I worked with Ron, who has past success with multiple podcasts, to reconstruct a lot of his ideas. We sketched out our theme, some question topics, and the outline for the episodes. The title is something we’re still wrestling with, however. We’ll be recording some of those episodes this week, so be on the lookout for those soon.

Ron also contacted a music tech who will create our company’s sound– meaning, he’ll produce music that embodies what RG is about. This music could potentially be on podcasts, trailers, and other videos that we create. Eventually, our music man will make a theme for our game. But first things first.

Screenshot 2015-07-27 14.10.00
The new power plant

Over the course of last week, Katey concentrated on fixing and revamping some of her older work. Our digital artist added more realistic lightning to the colony portal, shrunk the warehouse to be a more appropriate size, and recreated a power plant with an interesting design. 

While still coding the game into existence, Austin also managed to take on some art duties by putting together a thumbnail for our YouTube videos. Though this seems like a simple task, it’s important to incorporate the right amount of details and simplicity for YouTube audiences scrolling through clips. He also wrote up a programming blog post and continued testing UI elements. 

Besides working on the podcast, I uploaded a new video to YouTube, entitled “Why We’re Not Free to Play.” It’s an interesting talk on why we’ve chosen not to go with the trend of F2P. Watch that below or check it out on our YouTube channel

I also created an email subscription survey, completed some courses in YouTube Creator Academy, and wrote up a document on our target audience avatar. These tasks are fleshed out a bit more in my marketing blog post.

To end the week, we invited Angel over for some shawarma in our office. And it kind of felt like this … 

Avengers-shawarma_510x317
ew.com / Shawarma provided by Big Country Wraps in Abilene, Texas!!

“Tea, Earl Grey, Hot”-Engineering Log 3

Wouldn’t it be awesome if you could just tell the computer to make something and have it done (also food replicators would be cool too)? How the user interacts with the computer and/or game has a dramatic influence on the overall experience. While our user interface (UI) won’t be voice activated like the computer from Star Trek, we are working to make it easy to understand and accomplish tasks without a lot of hassle.

oldUI
placeholder UI from older method

That being said, let me go back several weeks ago to talk about the beginning of our UI system. Those of you who remember (or have read my past blog posts) will know how I ran into some issues in the organization of code early in development. Luckily, I found a tutorial to help me get my bearings and better organize our code. There was just one problem with this tutorial: it was written for Unity 4.1. We are using Unity 5.1.1 and a lot of changes have been made, especially to the UI system. The UI the tutorial used was the outdated way of doing user interfaces. So while I worked on some other mechanical things, Ron started working on our new User Interface. The biggest inspiration for our design came from Jurassic World‘s website. Ron thought that having the ability to dismiss certain elements but still having easy access to them was a nice idea. So Ron got to work animating and creating placeholder UI elements.

newUI
New UI with placeholder graphics

Here is where I come back into the picture. Now that the placeholders are set up, it has been my job to link the functionality that has already been coded from the old UI into our new interface. It’s actually kind of weird to get it to work since now I have to go find all of the elements to change. I have been working to make things as efficient as possible and only update when needed. With some basic functionality now tied into the new UI, our Digital Artist, Katey Bluel, will be working on creating amazing graphics and symbols for the UI, and I will begin work on creating some of the more in-depth UI elements, such as a pop-up command window and in-depth unit/building stats page.

In addition to the blog posts on the site, Katey and I have started individual stream series on Twitch that appear throughout the day where we show you what it is we are doing and you can watch the development of the game in real time, make comments, and ask questions. Also, don’t forget to follow us on Twitter and subscribe to our YouTube channel, as well as our email list here on the site. We are now 41 days away from the start of our Kickstarter, and the game is moving along quite nicely.

Engineering Log Supplemental: 7-27-2015

details
UI with pop-out details window
command
The Command Center’s detail view.

A lot can happen in just a few days, and instead of another short blog, I will be adding onto my last UI blog. Last week, I was able to get a pop up window of detailed information and commands to show up. The idea is to give the user a great deal of information in a nice and neat little area. Here the user will have access to different commands, various progress updates, and other miscellaneous information about buildings and units. This is only brought up when desired from a flag above the selected object. The graphics are still all placeholders until our artist has a chance to sit down and switch from modeling to 2D art. Now that most of the UI framework has been set up, I will be adding a few small additions here and there and continue working on the missions for our “Simplest Path to Portal” Epic.  The end of this week will mean we only have one month left before Kickstarter, and we are all working like crazy to get content out before then. We’re giving it all we got!

P.S. I tried Earl Grey tea last week for the first time! It was great.

Next Engineering Log:
Engineering Log 4

Previous Engineering Logs:
Engineering Log 1
Engineering Log 2