In order for Amberwing to become a successful business and a successful studio, we create prototypes of features we would like to include in our games or change the workflow. Like in Lucians Quest, a prototype where you as a player are tasked to find your kidnapped wife. We focused on IK mood and experimented with player input.
We chose the dimension we think best fits the game we want to create. In Siren Alarm we chose a 2d side view. The game is a simple 1v1 tower defence like game where your job is to destroy the opponents tower with notes. You can change the pitch of the notes and thus catching the enemy off-guard.
In a 3D version of Jelly World, a physics based puzzle game, the camera would have been in the way for the player. Thus the decision once again fell on 2D and the player could focus on the actual game!
While these choices do affect the outcome of the game we choose to believe that games should be fun. And as such, the platform should leverage the fun in a natural way. That is why we chose to create Box Shooter VR for the gear vr and not pc (it wouldnt have made any sense).
Every system needs some juice to get it going. Jousef is one of those guys. He has all these crazy ideas and then filters out half. His magic ability is to create things out of thin air.
If there’s someone who can explain anything, Eli is the one. Teacher by day, game developer by night. She has the magical ability to take an idea and mold it until it is finished.
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