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January 17th, 2010 DIT

For G, it was like an intuition, a flash of images and shifting concepts coming from somewhere in my mind. But G it’s just a little game; intuition and the right amount of luck were enough to build a game experience that somewhat worked.
When we started the development of The Night of the Puppets, we knew we wanted to make a challenging project. But we lacked the experience to build such a larger project and ultimately we failed.
Failure is bad. Failure breaks motivation and the coesion of the team, and without a super-motivated team you can’t build games moonlighting. Also failure spawns fear and a fearful designer spawns crappy, soulless projects.
I’ve come to understand that creativity is somewhat an act of courage, you just have to be brave if you want to create something meaningful.

Now we have this new game concept. And it’s bold and challenging (and it’s still to early to talk about). But is this new game concept actually some good? Being brave does not mean blindly rushing forwards like we did before.
This time we have a plan: 1) Find an awesome idea (We’are almost there). 2) Have a consistent team organization and workflow (we’ve adopted an agile method and it’s working great).
3) Keep our minds healty, feed our intellects and skills with tasty informations and experiences 4) Wirte code / Do art. 5) Dont’ stop. 6) Win.

Gamasutra recently translated in english and interview with Jordan Mechner and Eric Chahi.
If you don’t know those two guys, they designed two of the greatest games of my childhood (and probably two of the greatest games ever), Prince of Persia and Another World.
There is a part of this interview that really helped me change the my perspective. Asked about where they take their inspiration for games, Jordan Mechner says:

[...] A game should be about something, not just about other games“.

So, how do you start creating a new game? I’m really no great designer but … Find an expereince, find something you want to communicate. Dont’ start looking at other games, look elsewhere, be brave, and DO that game.

January 6th, 2010 DIT

I can’t belive you are still following us!
I mean … This is amazing considering thie huge amount of nothing and bullshit we released during the last two years!

We’ve finally re-united the team and we are back to work.
Can’t really say anithing more than that, there are already too many useless posts on this website.

While you wait for us to post something tasty, we have a couple of friends up to make awesome games … check out UFHO2 and Zombiedog!

Posted in evil news | 8 Comments »
June 30th, 2009 DIT

We’ve been silent for months again.
But this time we are back with something serious to show.

The first thing is a video preview of Sbrillo™, the tool Xevian has been developing during these months!
In this video we introduce you to one of the software’s features, the shader editor!

We will soon release a beta version.

The second thing is why we haven’t advanced with our games lately… most of the team was hired for other projects and our time for moonlighting was gone.
However, one of these projects is a browser game, that now is entring beta:

Enua Online

At the moment Enua in only in Italian, you will have to wait some months before we are ready with an international version.

January 28th, 2009 Duke

Hello, the bad guys of StudioEvil have another present for all the coders out there. A brand new matrix visualizer for your debugger! Check it out at its download page!

visualizer
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