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And we are back from our N Design duties as the event comes to an end and everyone from around Brazil returns home after a rainy and chilly week in Curitiba. As mentioned on an earlier post, we went to N Design as supporters of the event, with two adugans working on the organization itself (on management), by organizing an art-games (or expressive games) exhibition and with a series of 5 workshops about indie game development that was named MegaMergulho.

The exhibition was about expressive games, games that through game-only means (mostly their rules and mechanics) can express an idea or make some kind of commentary, in the vein of what Ian Bogost calls procedural rhetoric. Short on budget, we had to chose only 7 games to expose, and 6 of them couldn’t be demanding since they would run on relatively weak hardware. We tried to chose diverse kinds of games, but all of them were indie in the end. The exhibited games were: Michael “Father” Kasprzak and co. Towlr (and other puzzles), Jason Rohrer’s Gravitation, David Shute’s Small Worlds, La Molleindustria’s Everyday the Same Dream, Jason Nelson’s Game game game and again game,  Terry Cavanagh’s Don’t Look Back and Jonathan Blow’s (and David Hellman’s) Braid.

The purpose of the exhibition was to promote games as a creative and expressive medium and also purge the common misconception, one that is rampant in Brazil, that the game industry and games as a medium can be summarized only by the mainstream AAA games. You can see some photos of the exhibition below (click to enlarge).

An overview of the exhibition space.

Visitors enjoying the games.

Guilherme Xavier from Donsoft chatting with the guys from Ratel Studio.

The minimalist Small Worlds.

The thought-provoking Everyday the Same Dream.

The frustrating experience of Towlr.

The eccentric Game, game, game and again game.

The metaphorical Gravitation.

The difficult, but rewarding, Don’t look back.

And last, but not the least, the time bending action of Braid.

About the MegaMergulho, it was a series of 5 workshops about some (but not all) game development topics: Conceptualization, Game Design, Visual Development, Sound Design and Project Management. The first one, conceptualization, was basically a workshop about going indie, about coming up with a vision and conceptualizing a game that follows that vision. We asked our participants to create a game vision about the theme “Desert”.  The second one, about game design, we showed our own conceptual framework about games and made a comprehensive overview about the game designer and his job. The third one was about visual development, showing our own case on Tsar. The fourth workshop was about sound design with some theory over sound design and then practice by composing sound effects. The last workshop was about project management, we showed our management processes and also we made our own take on Chris Hecker’s finish your game rant from the last GDC, by encouraging everyone to organize, develop and finish their games.  All in all, the workshops were a resounding success and we’d like to thank everyone that participated and contributed to it.

So now that we are relieved of our side questing, we will return to the development of Tsar Project. Expect a Tsar Update soon!

Hello everyone!

I’m very glad to announce that Tsar Project is now officially  in production!

The next Tsar Update Bruno will lay more details in every department’s work, but for now I’ll give you a shot from the studio and some information on my work:

Josifka & Adaboria

In the background our beautiful 64sq ft pinning board, full of references and WIPs, including beta versions of the game’s map, sound design equalization and chord maps, plot drafts and else. It is a greatly useful feature for a creative studio, indeed.

Those in the foreground are little models I’ve done recently of two types of guards we’ll have in the Kremlin, they’re made of platicine, and still WIP, but are already useful in finding the right angle for their sprites.

Behind them you can (NOT) see three models of our protagonist, in whom my work is focused now, primarily in doing his basic movements animations and sprites.

Last but not least there is the Tsar Project logo!!! We have decided to use the same principle of the studio’s visual ID in our in development projects, so the typography is the same Cedilha Script and the logo in a brush stroke monogram of Tsar (actually, Царь).

Type to you later, and have a nice week!

3!!!

Yesterday was Aduge’s 3rd birthday!!!

Young! For all of you that wants to understand better what the hell is a sound designer, we found an interesting text - but portuguese only… (Portugal portuguese, btw).

We will start a brief-post-serie about what Tsar sounds will be and from where all this idea came from.
To begin with listen to Peter and the Wolf from Prokofiev (with a bonus: this version has Bowie as narrator!). It’s a composition written in 1936 at Soviet Union in which each character is represented by an instrument. More info at wikipedia, an interesting reading.

And what about Tsar? Yeah, this idea was our starting point, mix it with the game’s conceptualization and in the end each character will be represented by a different instrument!
Wtf? How can this happen?
Stay tuned, more sound updates soon!

Whew. It’s been months since the last update. Last time I made our regular round of updates, we were returning from our holiday breaks and in the middle of our pre-production pretty much.

Well, here we are, at May’s doorsteps, and now we are finally entering the full production stage. So, where are we? We are finishing a gameplay mock-up on Game Maker to test some last ideas and the general feel of the game and finishing up the final touches of preparation for production. The mock-up has pretty much all game mechanics in a simplified, leaner way. It’s working for us to test some gameplay dynamics and adjust certain aspects of level design and the level of difficulty. It will be more vital in the future when we will be working on the full functionalities of the final software, the mock-up will be a testing fallback for game design to address gameplay problems and to find solutions in a simpler environment.

While the mock-up code is being done by myself, the graphics were quickly drafted by Ingrid and Pirin and sound effects quickly assembled by Marcel and Beto. They are now working the kinks with how visual and aural assets will be produced, both technically and creatively. Vermonde is currently in Berlin studying Marketing and drinking quality beer. However, he is also in charge of testing our new engine and tackling some of the more difficult technical stuff that will be used in the game. Namely, dynamic 2D lighting and shadows (using normal mapping and simple geometrical math to do the trick), dynamic sounds (without the use of expensive middlewares, it is a little tricky) and solving algorithms to satisfy our robust AI requirements (the troublemaker of the lot).

Well. There will be more updates and posts following up soon! See ya.

After a long era of post starve, we have fresh news that just came out of the oven! And smells like cherry!
We are eager to say that Aduge is now an official supporter of N Design 2010, the National Conference of Design Students from Brazil, which will happen from 11 to 18 july in Curitiba, Paraná.

N Design is an event that brings together design students from all over Brazil to discuss topics related to design, generally speaking. This year the event’s theme will be “Immersion”, proposing to have more in depth discussions as well as the participants enjoyment of the event, caring about the continuity of the activities after it. The main activity format will be the “Divings”, workshops from students for students about something related to design (or not).

You may ask yourself what does it have to do with us, huh? We’re doing some interesting things for this event. It’s a very special package filled with:

· The MegaDiving, that is a series of divings with the theme “game developing”. It’ll be five days with activities about concepting, game design, graphics, audio and project management focused on small team game development. Our intention is to spread the indie word, looking forward to stimulate people to take part of the indie movement.

· An exposition about Art Games on which we’ll expose ten games that can convey the concept of games as an art form, so that more people can get to know about it. We had not yet decided what games will be there, but we’ll have a post about it later on.

· The organization of a gaming space on the Event’s Living Center. Thanks to the coordinator of the Positivo University’s Game Course, Rafael Dubiela, who is also assisting 4 adugans with their graduation projects and helping us make the exposition possible.

· Run the project management system of the event. This item may seem kindda funny and needs a further explanation. Two adugans (Ingrid and Marcel) and Florzinha (which helped Aduge on the Global Game Jam) joined CONDe (N Design Organization Committee) to manage the N 2010 project. They became part of CONDe family, ended up proposing the exposition and the MegaDiving, to then make this support formal so that all of Aduge’s effort towards N could be grouped in one place. Apparently with only an indirect link with a game developer, Project Management is a well esteemed area of Marcel, one of Aduge’s business differentiation and a subject that we put a lot of effort on our graduation.

We at Aduge are very pleased with the opportunities that are arousing through N Design! If you are a Brazilian design student don’t miss this event! (and if you are not, you should consider tenderly visiting us for this nice conference =)

If you want to know more about N Design, access ndesign.org.br (portuguese only).

More info about our work coming soon!

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