We love playing games that require fast decision making, precision and skill. As such, we love playing (and make) games that can be played time and time again to hone your skill.
Competitive games can be both fun and challenging, a combination we are all too familiar with and love, especially if bragging rights are included
We love playing games where choices you make have meaning. Games that are driven by a story are intriguing and exploration of that story can be just as rewarding as landing a well timed skill.
It is as simple as that. You know you are in a good place when people around you feel excited to be there and want to try out your thing. And seriously, why not enjoy life while you live it. In this modern day world it is far too easy to live in future plans and forget about the present. creating games is what keeps us focused and our way of making you enjoy the present a bit more
While we know that the games we make require a certain skill, we also know that exploration at your own pace can be just as rewarding. That is why we sprinkle a bit of story here and there, just enough to pique the interest.
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. This game was made as a proof of concept for a simple competitive game.
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. Fast decision making is key!
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).
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