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	<title>GhostBoard &#187; Pirin MP Maperns</title>
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	<link>http://www.adugestudio.com/blog</link>
	<description>Aduge Studio&#039;s official weblog.</description>
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		<item>
		<title>Qasir is over 9000!!!</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2011/10/25/lang_en-usqasir-is-over-9000lang_en-uslang_pt-brqasir-acima-das-8000-unidadeslang_pt-br</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2011/10/25/lang_en-usqasir-is-over-9000lang_en-uslang_pt-brqasir-acima-das-8000-unidadeslang_pt-br#comments</comments>
		<pubDate>Tue, 25 Oct 2011 16:51:58 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Qasir Al-Wasat]]></category>
		<category><![CDATA[Fun ]]></category>
		<category><![CDATA[Guts ]]></category>
		<category><![CDATA[Qasir Project]]></category>
		<category><![CDATA[Sincerity ]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=1254</guid>
		<description><![CDATA[Hello there! One week after the official announcement of Qasir Al-Wasat I&#8217;m here to present some of the wonderful feedback we had with it! It all started with our dear Cassandra Khaw&#8217;s post over Indiegames.com! The day after new reviews of the trailer started popping on &#8220;the internets&#8221;(sic), with JovemNerd.com.br&#8216;s Stephan Martins writing our first Brazilian review on [...]]]></description>
			<content:encoded><![CDATA[<p>Hello there! One week after the official announcement of Qasir Al-Wasat I&#8217;m here to present some of the wonderful feedback we had with it!</p>
<p>It all started with our dear Cassandra Khaw&#8217;s post over <a href="http://www.google.com/url?q=http%3A%2F%2Findiegames.com%2F2011%2F10%2Ftrailer_qasir_al-wasat_aduge_s.html&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNG-kAcdrUdwan16Oxd8VJEQTuiIKA" target="_blank">Indiegames.com</a>! The day after new reviews of the trailer started popping on &#8220;the internets&#8221;(sic), with <a href="http://www.google.com/url?q=http%3A%2F%2Fjovemnerd.ig.com.br%2Fjovem-nerd-news%2Fgames%2Ffurtividade-e-a-palavra-no-game-brasileiro-independente-qasir-al-wasat%2F&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNG-NElYWvEC3LsHRB24_oOWIYcfiQ" target="_blank">JovemNerd.com.br</a>&#8216;s Stephan Martins writing our first Brazilian review on the 21st! Here is the list of original posts, so far:<br />
<a id="internal-source-marker_0.5520609600935131" href="http://indiegames.com/2011/10/trailer_qasir_al-wasat_aduge_s.html"><br />
Indie Games<br />
</a><a href="http://www.gamesidestory.com/2011/10/19/qasir-al-wasat-assassin-of-persia/">Game Side Story<br />
</a><a href="http://www.gamesetwatch.com/2011/10/qasir_al-wasat_stealth_gambit_.php">Game Set Watch<br />
</a><a href="http://www.gamedot.co.uk/2011/10/19/qasir-al-wasat-announcement-gameplay/">Game Dot<br />
</a><a href="http://www.ign.com/blogs/seandknight/2011/10/18/couple-indie-games-to-keep-an-eye-on">Seand Knight IGN Blog<br />
</a><a href="http://www.igrorama.com/2011/10/najavljen-qasir-al-wasat.html">Igrorama<br />
</a><a href="http://www.theindieshelter.com/2011/qasir-al-wasat-link-vs-garrett/">Indie Shelter<br />
</a><a href="http://nonameradio.ru/news/558">No Name Radio<br />
</a><a href="http://jovemnerd.ig.com.br/jovem-nerd-news/games/furtividade-e-a-palavra-no-game-brasileiro-independente-qasir-al-wasat/">Joven Nerd<br />
</a><a href="http://gameplay.pl/news.asp?ID=63144">Gameplay</a></p>
<p style="text-align: left;">Meanwhile, the trailer itself (if you  haven&#8217;t seen it yet pray go check it on <a href="http://vimeo.com/30710855" target="_blank">vimeo</a>!) is getting astonishing (at least for our humble expetations) view counts! By the time I&#8217;m writing this it&#8217;s far over 9000!</p>
<p><img class="aligncenter size-full wp-image-1255" title="it's over 9000!!!" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/10/9000.jpg" alt="" width="645" height="398" /></p>
<p>If you spot any other review please leave a comment with it, send us an email [aduge (at) adugestudio (dot) com] our tweet <a href="twitter.com/aduge" target="_blank">@aduge</a>!</p>
<p>So we are back to work, rushing with the development ahead of the Beta2 release in the next few weeks, and checking our fellow entries on <a href="http://www.igf.com/php-bin/entries2012.php" target="_blank">2012 IGF</a>! (we&#8217;ll post a list of the Brazilian ones very soon!)<br />
I&#8217;ll post some sort of Art Director&#8217;s Production Diary ++ very soon! Stay in the loop!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.adugestudio.com/blog/lang/en-us/2011/10/25/lang_en-usqasir-is-over-9000lang_en-uslang_pt-brqasir-acima-das-8000-unidadeslang_pt-br/feed</wfw:commentRss>
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		<item>
		<title>The New Mnemons Demo</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2011/02/19/newmnemonsdemo</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2011/02/19/newmnemonsdemo#comments</comments>
		<pubDate>Sat, 19 Feb 2011 13:38:11 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Mnemons]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Creative Independence ]]></category>
		<category><![CDATA[Efficiency ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[bite sized]]></category>
		<category><![CDATA[breve]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[indie pub]]></category>
		<category><![CDATA[jogos indie]]></category>
		<category><![CDATA[lembrança]]></category>
		<category><![CDATA[lethe]]></category>
		<category><![CDATA[mnemosyne]]></category>
		<category><![CDATA[oblivion]]></category>
		<category><![CDATA[rememberance]]></category>
		<category><![CDATA[sincronia]]></category>
		<category><![CDATA[synchronicity]]></category>
		<category><![CDATA[Synchronous Platforming Adventure]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=879</guid>
		<description><![CDATA[So, what have the Adugans been doing these past 3 weeks? We&#8217;ve been working on the brand new version of Mnemons. After the Global Game Jam 2011 we striped down the prototype, identified it&#8217;s core mechanics, essential features, pros and cons, and redefined it as a Synchronous Platforming Adventure. Today we are submitting it to [...]]]></description>
			<content:encoded><![CDATA[<p><span lang="en-us">So, what have the Adugans been doing these past 3 weeks? We&#8217;ve been working on the brand new version of Mnemons. After the Global Game Jam 2011 we striped down the prototype, identified it&#8217;s core mechanics, essential features, pros and cons, and redefined it as a Synchronous Platforming Adventure. Today we are submitting it to the South By Southwest Festival Screenburn Independent Propeller Awards by IndiePub (so I heard indies like big names).</span></p>

<p><iframe src="http://player.vimeo.com/video/20127280?color=ff9933" width="640" height="360" frameborder="0"></iframe>
<p>The game is now in Alpha, which means it&#8217;s core is  running healthily, the mechanics and most of the assets are there, but  it has only 13 of the 28 planned levels, and you&#8217;ll be able to play with  Moe and Jimmie, but not with Debbie and Andy. We&#8217;ll feed you with more  news about the Festival ASAP, and hope you enjoy playing the Alpha with  your friends!</p>
<p>You can download the game <a href="http://adugestudio.com/games/Mnemons/MnemonsInstaller.exe">here</a> or you can check the brand new <a href="http://www.adugestudio.com/blog/mnemons/">game page</a> instead.</p>

]]></content:encoded>
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		<title>4th SP: Day1</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/12/20/lang_en-us4th-sp-day1lang_en-uslang_pt-br4%c2%ba-pe-dia-1lang_pt-br</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/12/20/lang_en-us4th-sp-day1lang_en-uslang_pt-br4%c2%ba-pe-dia-1lang_pt-br#comments</comments>
		<pubDate>Mon, 20 Dec 2010 03:07:40 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Creative Independence ]]></category>
		<category><![CDATA[Efficiency ]]></category>
		<category><![CDATA[Guts ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[corporate]]></category>
		<category><![CDATA[missão]]></category>
		<category><![CDATA[mission statement]]></category>
		<category><![CDATA[planejamento]]></category>
		<category><![CDATA[planning]]></category>
		<category><![CDATA[visão]]></category>
		<category><![CDATA[vison]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=780</guid>
		<description><![CDATA[Hello y&#8217;all! We&#8217;ve reached the first night of Aduge&#8217;s 4th Strategic Planning and boy, I&#8217;m impressed! We&#8217;re productive, the mood is good and solutions come smoothly. After 3 and a half years living with my 5 goodfellas I still get impressed with the Adugan workteamenship and problem-solving capacities. Yet more impressed with how it worked [...]]]></description>
			<content:encoded><![CDATA[<p>Hello y&#8217;all!</p>
<p>We&#8217;ve reached the first night of Aduge&#8217;s 4th Strategic Planning and boy, I&#8217;m impressed! We&#8217;re productive, the mood is good and solutions come smoothly. After 3 and a half years living with my 5 goodfellas I still get impressed with the Adugan workteamenship and problem-solving capacities. Yet more impressed with how it worked today. Let me explain:<br />
</p>
<p style="text-align: center;"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/12/PlanDay1.jpg"><img class="aligncenter size-full wp-image-781" title="PlanDay1" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/12/PlanDay1.jpg" alt="" width="675" height="512" /></a></p>
<p>We&#8217;ve started with a retrospective since june 2007, our first Planning, reviewing the conferences we&#8217;ve attended, the trips, studies and researches we&#8217;ve done, the prizes we received, and specially, the projects we&#8217;ve started, delivered and archived. This was as much motivational due to our achievements as it was a rant on our past faults. This retrospective dictated the tone of our conversations and prepared ourselves for the next step: what Aduge is for each of us?</p>
<p>Almost two hours of dialogue and team dynamics explaining our expectations towards Aduge, and our personal and professional goals. As expected, specially after almost six months of forced recess, not all ideas converged at the beginning. The bright side is that in the last months we&#8217;ve reached the conclusion that well&#8230; they don&#8217;t need to. Aduge is the sum of 6 different people, and it is possible to build it according to the different wishes of those people. And at 6:00 PM one of the biggest wishes of the Adugans was coffee.<br />
</p>
<p style="text-align: center;"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/12/PausaProCafe.jpg"><img class="aligncenter size-full wp-image-782" title="PausaProCafe" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/12/PausaProCafe.jpg" alt="" width="675" height="817" /></a></p>
<p>Coffeebrake done and we aim for the next step. Understanding our individual differences and planning from them we&#8217;ve done a brief revision of our organization chart. More specific decisions on this matter are to be done in one or two more days, based on the future strategies that we&#8217;re still to define, but some basic features are settled.</p>
<p>One more brake, this time with soda and pizza. Then we watched some inspirational episodes of Extra Credits, a weekly show by James Portnow, Daniel Floyd and Allison Theus for The Escapist. Considering their insightful words and what we&#8217;ve thinked during the whole day we moved to the most crucial point of the day: revision of our corporate values and mission statement.</p>
<p>It wasn&#8217;t a easy task, and to look again at the terms we&#8217;ve defined 3 years ago presented a true challenge for our mutual understanding. Surprisingly enough we&#8217;e passed the ordeal with ease. After all, a great deal of those last 3 years were invested in studies that aided us in better understanding what we&#8217;ve been looking forward and where we want to take Aduge from now on. A little change in our values and a complete rearrangement of the mission statement could seem a bit drastic, but fundamentally what we&#8217;ve done was to make it more clear and simple the same goal we always pursued: to push the boundaries of game expression.<br />
</p>
]]></content:encoded>
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		<title>Twitter and Out</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/12/18/twitter-and-out</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/12/18/twitter-and-out#comments</comments>
		<pubDate>Sat, 18 Dec 2010 17:23:21 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=772</guid>
		<description><![CDATA[Do you know our twitter, @aduge? This were our latest twits: · Dec 18 2:50PM: we&#8217;ll be out for 4 or 5 days, on our beach campus, planning the next year. starting tomorrow. #strategicplanning · Dec 18 2:55PM: before xmas there will be some more news and a special gift for you! see ya! I guess it sums [...]]]></description>
			<content:encoded><![CDATA[<p>Do you know our twitter, <a title="Twitter Adugan" href="twitter.com/aduge" target="_blank">@aduge</a>?<br />
This were our latest twits:</p>
<p>·     Dec 18 2:50PM: we&#8217;ll be out for 4 or 5 days, on our beach campus, planning the next year. starting tomorrow. #strategicplanning</p>
<p>·     Dec 18 2:55PM: before xmas there will be some more news and a special gift for you! see ya!</p>
<p>I guess it sums it all for now. <br />
</p>
<p>Excelsior.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>A handfull of Brazilian Indies</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/10/22/handfull-of-brazilian-indies</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/10/22/handfull-of-brazilian-indies#comments</comments>
		<pubDate>Fri, 22 Oct 2010 12:24:19 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Semblante]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Guts ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Aleph Games]]></category>
		<category><![CDATA[Bacon Studios]]></category>
		<category><![CDATA[Bugs: Lights and Shadows]]></category>
		<category><![CDATA[Cargo Delivery]]></category>
		<category><![CDATA[Cats in the Sky]]></category>
		<category><![CDATA[FACENS]]></category>
		<category><![CDATA[Freekscape]]></category>
		<category><![CDATA[igf]]></category>
		<category><![CDATA[Indie Game Festival]]></category>
		<category><![CDATA[Jules]]></category>
		<category><![CDATA[Kidguru]]></category>
		<category><![CDATA[Lumaki]]></category>
		<category><![CDATA[Miniboss]]></category>
		<category><![CDATA[Nature's Protector Remix]]></category>
		<category><![CDATA[Ranch Wars]]></category>
		<category><![CDATA[Sulistas]]></category>
		<category><![CDATA[Talbot]]></category>
		<category><![CDATA[Talbot's Odissey]]></category>
		<category><![CDATA[Tendi]]></category>
		<category><![CDATA[TriLinea]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=724</guid>
		<description><![CDATA[Hello boys and girls! It is a joyfull surpriese to discover a increasing number of Brazilian submissions to the 13th Indie Game Festival!  In these few days since the announcement of the full list of entries we ware able to spot no less than 10 games from Brazil! The first one is easy, our own revisited expressiveness [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-728" title="Bandeira" src="http://pirin.svotz.org/central/br.png" alt="Bandeira" width="670" height="469" /></p>
<p>Hello boys and girls!</p>
<p>It is a joyfull surpriese to discover a increasing number of Brazilian submissions to the <a href="http://igf.com" target="_blank">13th Indie Game Festival</a>!  In these few days since the announcement of the full list of entries we ware able to spot no less than 10 games from Brazil!</p>
<p>The first one is easy, our own revisited expressiveness experiment <a href="http://www.igf.com/php-bin/entry2011.php?id=111" target="_blank">Semblante</a>. Next is our godchildren <a href="http://studiominiboss.blogspot.com" target="_blank">Studio MiniBoss</a>&#8216;  lovely/grim and adventurous <a href="http://www.igf.com/php-bin/entry2011.php?id=268" target="_blank">Talbot&#8217;s Odyssey</a>. The third known name for us in the list was <a href="http://www.igf.com/php-bin/entry2011.php?id=207" target="_blank">Cargo Delivery</a>, a beautiful and puzzling physics/logistics game by the Cats in the Sky. The last one already know to us was the cute and iPaddy <a href="http://www.igf.com/php-bin/entry2011.php?id=234" target="_blank">Jules: Unboxing the World</a> by the Sulistas.<br />
The others we just found after a deeper look in the list and, unfortunately, I did&#8217;t got the chance to take a better look on them. Thus, I&#8217;m still not be able to write one of those savvy tag lines! But here they are: <a href="http://www.igf.com/php-bin/entry2011.php?id=390" target="_blank">Ranch Wars</a> by Bacon Studios, <a href="http://www.igf.com/php-bin/entry2011.php?id=336" target="_blank">TriLinea ReAct</a> by Tendi, <a href="http://www.igf.com/php-bin/entry2011.php?id=211" target="_blank">Nature&#8217;s Protector Remix</a> by FACENS, <a href="http://www.igf.com/php-bin/entry2011.php?id=328" target="_blank">Lumaki</a> and <a href="http://www.igf.com/php-bin/entry2011.php?id=73" target="_blank">Freekscape &#8211; Escape from Hell</a> both by Kidguru Studios and <a href="http://www.igf.com/php-bin/entry2011.php?id=362" target="_blank">Bugs: Lights and Shadows</a> by Aleph Games.</p>
<p>That&#8217;s it for now, hope I&#8217;ll write again soon with more intelligence on all the games! By now I suggest you take a look on them!</p>
<p>Indies, unite!</p>
]]></content:encoded>
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		<item>
		<title>In Production</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/06/01/in-production</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/06/01/in-production#comments</comments>
		<pubDate>Tue, 01 Jun 2010 13:13:37 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[dof]]></category>
		<category><![CDATA[escultura]]></category>
		<category><![CDATA[guard]]></category>
		<category><![CDATA[guarda]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[jogos indie]]></category>
		<category><![CDATA[kremlin]]></category>
		<category><![CDATA[model]]></category>
		<category><![CDATA[modelo]]></category>
		<category><![CDATA[monogram]]></category>
		<category><![CDATA[monograma]]></category>
		<category><![CDATA[царь]]></category>
		<category><![CDATA[personagem]]></category>
		<category><![CDATA[plasticine]]></category>
		<category><![CDATA[platilina]]></category>
		<category><![CDATA[sculpt]]></category>
		<category><![CDATA[tsar]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=607</guid>
		<description><![CDATA[Hello everyone! I&#8217;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&#8217;s work, but for now I&#8217;ll give you a shot from the studio and some information on my work: In the background our beautiful 64sq ft pinning board, full [...]]]></description>
			<content:encoded><![CDATA[<p>Hello everyone!</p>
<p>I&#8217;m very glad to announce that Tsar Project is now officially <em> in production</em>!</p>
<p>The next Tsar Update Bruno will lay more details in every department&#8217;s work, but for now I&#8217;ll give you a shot from the studio and some information on my work:</p>
<p><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/06/tsar-project-in-production.jpg"><img class="aligncenter size-full wp-image-610" title="tsar project in production" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/06/tsar-project-in-production670.jpg" alt="Josifka &amp; Adaboria" width="670" height="776" /></a></p>
<p>In the background our beautiful 64sq ft pinning board, full of references and WIPs, including beta versions of the game&#8217;s map, sound design equalization and chord maps, plot drafts and else. It is a greatly useful feature for a creative studio, indeed.</p>
<p>Those in the foreground are little models I&#8217;ve done recently of two types of guards we&#8217;ll have in the Kremlin, they&#8217;re made of platicine, and still WIP, but are already useful in finding the right angle for their sprites.</p>
<p>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.</p>
<p>Last but not least there is the Tsar Project logo!!! We have decided to use the same principle of the studio&#8217;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).</p>
<p>Type to you later, and have a nice week!</p>
]]></content:encoded>
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		<title> Tsar Graphics: Silhouettes</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/01/22/tsargrafic001</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/01/22/tsargrafic001#comments</comments>
		<pubDate>Fri, 22 Jan 2010 23:08:54 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[Aduge]]></category>
		<category><![CDATA[argentina]]></category>
		<category><![CDATA[buenos aires]]></category>
		<category><![CDATA[characther design]]></category>
		<category><![CDATA[design de personagem]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[gráficos]]></category>
		<category><![CDATA[guardas]]></category>
		<category><![CDATA[guards]]></category>
		<category><![CDATA[silhouette]]></category>
		<category><![CDATA[silhueta]]></category>
		<category><![CDATA[sketch]]></category>
		<category><![CDATA[streltsy]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=423</guid>
		<description><![CDATA[Hello and happy new year! Ok, ok, I know we already are in the third week of the year, it so happens that, as usual, we were very busy since the 10th when we returned from our brief break. After more than half our studio went to Argentina, have our headquarters at Azuri Building reordered [...]]]></description>
			<content:encoded><![CDATA[
<p><span lang="en-us">Hello and happy new year!</span></p>

<p><span lang="en-us">Ok, ok, I know we already are in the third week of the year, it so happens that, as usual, we were very busy since the 10th when we returned from our brief break. After more than half our studio went to Argentina, have our headquarters at Azuri Building reordered and having reviewed the next Tsar Project milestones, it was about time to write again here!</span></p>
<p><img class="aligncenter size-full wp-image-424" title="Planning the invasion." src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/01/argentina.jpg" alt="Planning the invasion." width="540" height="720" /></p>

<p><span lang="en-us">I decided to start 2010 continuing my presentation of the Tsar Project&#8217;s character design. The last phase I&#8217;ve showed in my last post was the creation of a generic character that defined the game&#8217;s general visual aesthetics.</span></p>
<p><img class="aligncenter size-full wp-image-425" title="Father" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/01/father.jpg" alt="Once again, the Father of All Tsar Art." width="540" height="243" /></p>

<p><span lang="en-us">After this I started designing other characters using this chosen style. After drawing more guards, some adaptations were made and I started to focus on a very important aspect of Tsar Project&#8217;s character design: designing different groups of characters by their silhouettes.</span></p>
<p><img class="aligncenter size-full wp-image-426" title="The first Tsar Guards" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/01/guards.png" alt="Early design for the Tsar Guards" width="550" height="200" /></p>

<p><span lang="en-us">The silhouette is one of the most recognizable aspect of a character and the shape can say a lot about function, abilities and even the personality of a character. I started with the guards that were categorized into different functions by the Game Design and after that this was extended to all characters of the game.</span></p>
<p><img class="aligncenter size-full wp-image-427" title="Secondary Characters" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/01/secondary.png" alt="More early designs." width="550" height="200" /></p>

<p><span lang="en-us">Beyond the useful function of identification these different silhouettes became an important visual feature to convey the vision that our protagonist has of the people, animals and creatures that inhabit the Moscow Kremlin.</span></p>

<p><span lang="en-us">This concept was further improved, as all things seen or heard in the game will be filtered by the subjective perception of the protagonist. When the time comes, we will speak more about it. </span></p>
<p><span lang="en-us">In a future post I will further explain the character design development. See you soon! </span></p>
<p><img class="aligncenter size-full wp-image-428" title="Guard, guards!" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/01/guardsguards.jpg" alt="More guards in my next post!" width="540" height="720" /></p>
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		<title> Tsar Character Design</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2009/12/18/lang_pt-brtsar-design-de-personagenslang_pt-br-lang_en-ustsar-character-designlang_en-us</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2009/12/18/lang_pt-brtsar-design-de-personagenslang_pt-br-lang_en-ustsar-character-designlang_en-us#comments</comments>
		<pubDate>Fri, 18 Dec 2009 20:15:50 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[character design]]></category>
		<category><![CDATA[conceptart]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[soldier]]></category>
		<category><![CDATA[tsar]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=347</guid>
		<description><![CDATA[Hello again! Bruno already told you in the last update, I&#8217;ve just finished the character concepts arts. I&#8217;ve done around 100 concepts since the start of the project, and I think that, having finished the entire set, it&#8217;s a good time to start telling you the making of those characterss, back from the first week [...]]]></description>
			<content:encoded><![CDATA[
<p><span lang="en-us">Hello again!<br />
Bruno already told you in the last update, I&#8217;ve just finished the character concepts arts. I&#8217;ve done around 100 concepts since the start of the project, and I think that, having finished the entire set, it&#8217;s a good time to start telling you the making of those characterss, back from the first week of April 2009.</span></p>
<p style="text-align: left;"><img class="size-full wp-image-391 aligncenter" title="Crowd Concept" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/12/crowdinho.jpg" alt="Crowd Concept" width="495" height="446" /></p>

<p><span lang="en-us">At that stage of the project we&#8217;re working in the Tsar Project for a month, basically developing the idea, researching and searching for plots that would express our goals. And then came the question: how to translate all this visually?</span></p>
<p><span lang="en-us">To answer this I&#8217;ve first worked in the characters graphic style. Interestingly, after those 8 months, and all the researches I&#8217;ve done along with Ingrid for our graduation project, we&#8217;ve developed a methodology of creating visual worlds focused exactly in the characters style.</span></p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-392" title="Semenov" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/12/Semenov.jpg" alt="Semenov" width="495" height="749" /><br />
<em><span lang="en-us">Some of our first references were illustrations by Vladmir Semenov </span></em></p>

<p><span lang="en-us">This creative process started with the selection of a character that could be both generic enough so it won&#8217;t need many individual features and could carry as many cultural and contextual elements as possible. A soldier was a natural choice at the time: we&#8217;ll have plenty of them in the Kremlin and they seemed the more neutral characters in the cast. Upon that, Muscovy armors and arms from the period were some of our major visual references in the beginning of the project.</span></p>
<p style="text-align: center;"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/12/JosinoOld.jpg"><img class="aligncenter size-full wp-image-395" title="Early Concepts" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/12/JosinoOld550.jpg" alt="Early Concepts" width="495" height="720" /></a></p>

<p><span lang="en-us">Set the character, a Muscovy soldier wearing a heavy armor  and wielding a spear-axe, I&#8217;ve done a set of sketches during the first two weeks of April. What I had in mind was to see all the possibilities, from realism to pure geometric abstraction, from childish cartoons to the complex frenchphonic comics. The result was the next image, that we now call the Father of all Tsar Art. He&#8217;s a hand drawn lad 2 and a half inches high, made of indian ink and markers.</span></p>
<p style="text-align: center;"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/12/Soldat.jpg"><img class="aligncenter size-full wp-image-396" title="The Father of all Tsar Art" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/12/Soldat550.jpg" alt="The Father of all Tsar Art" width="495" height="345" /></a></p>


<p><span lang="en-us">The next step was choosing a direction to go and explore it deeper, testing other characters in the same style. I&#8217;ve done that with another soldier, lighter and faster, and with a nobleman. A very synthesized style turn to coherent and flexible, allowing good consistency for the characters without needing too much visual complexity, just what we&#8217;re looking for.</span></p>
<p><span lang="en-us">And how the character creation continued I&#8217;ll tell you on my next post! See you soon!</span></p>
]]></content:encoded>
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		<title>About maps, tools and paint. 2/2</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2009/11/28/mapstoolspaint2</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2009/11/28/mapstoolspaint2#comments</comments>
		<pubDate>Sat, 28 Nov 2009 05:46:55 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[adobe]]></category>
		<category><![CDATA[concept]]></category>
		<category><![CDATA[conceptart]]></category>
		<category><![CDATA[corel]]></category>
		<category><![CDATA[czar]]></category>
		<category><![CDATA[digital painting]]></category>
		<category><![CDATA[easy paint tool]]></category>
		<category><![CDATA[guard]]></category>
		<category><![CDATA[guarda]]></category>
		<category><![CDATA[ilustração]]></category>
		<category><![CDATA[inverno]]></category>
		<category><![CDATA[josifka]]></category>
		<category><![CDATA[josino]]></category>
		<category><![CDATA[kremlin]]></category>
		<category><![CDATA[maperns]]></category>
		<category><![CDATA[moscou]]></category>
		<category><![CDATA[moscow]]></category>
		<category><![CDATA[neve]]></category>
		<category><![CDATA[царь]]></category>
		<category><![CDATA[paint tool sai]]></category>
		<category><![CDATA[painter]]></category>
		<category><![CDATA[palace]]></category>
		<category><![CDATA[palácio]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[pintura digital]]></category>
		<category><![CDATA[pirin]]></category>
		<category><![CDATA[SAI]]></category>
		<category><![CDATA[snow]]></category>
		<category><![CDATA[streltsy]]></category>
		<category><![CDATA[systemax]]></category>
		<category><![CDATA[tsar]]></category>
		<category><![CDATA[tzar]]></category>
		<category><![CDATA[winter]]></category>
		<category><![CDATA[кремль]]></category>
		<category><![CDATA[москба]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=323</guid>
		<description><![CDATA[Hello again! As I was saying, Easy Paint Tool SAI is remarkably different of other painting software, but now let me explain it better. Among those fundamental differences is the Water brush. Unfortunately I jut can&#8217;t tell exactly what makes this brush so special, even 2 months after my first contact with it and the [...]]]></description>
			<content:encoded><![CDATA[
<p>Hello again!</p>
<p>As I was saying, Easy Paint Tool SAI is remarkably different of other painting software, but now let me explain it better. Among those fundamental differences is the Water brush. Unfortunately I jut can&#8217;t tell exactly what makes this brush so special, even 2 months after my first contact with it and the intensive work I&#8217;ve done in it in the last weeks. The fact is that it is simply <em>different </em>of any brush I&#8217;ve used in Photoshop and Painter. To give you an idea it&#8217;s similar to the Artist&#8217;s Oil brush in Corel Painter, the one, by the way, that I used most until now. But Water has an unique dynamic of use, it&#8217;s trace just flows, it can vary opacity, color and width by pen&#8217;s pressure, and it blends and changes the colors already in the canvas in a awesome way. To show you a little about this dynamics I&#8217;ll present now a simple walk through of one of the Concepts I&#8217;ve been working on, an Outside Yard of the Moscow Kremlin Palaces.</p>
<p>In the first step I&#8217;ve traced the plan of the two stories of buildings that would be done, I&#8217;ve used just the Water brush with Noise at this point.</p>
<p style="text-align: center; "><img class="aligncenter size-full wp-image-327" title="step01" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/south01.png" alt="step01" width="466" height="563" /></p>

<p>After that I&#8217;ve started the illustration proper. It was done using some layers, as it would be useful have the concept being modular and flexible, being able to represent both outside and inside areas. One of the main goes of this concept was to map tilesets, the pieces of patters and textures that can be applied on surfaces, making easier to cover big areas. In this case it happened specially in the ground, the roofs and in stonewalls, where the tiles where used in a much more loose way then normally it&#8217;s done, not having geometric precise limits and normally leaving gaps that I would fill manually. I&#8217;m considering using this same loose system in the final graphics of the game.</p>
<p style="text-align: center; "><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/south02.png" target="_blank"><img class="aligncenter size-full wp-image-328" title="tiles&amp;patterns" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/south02.png" alt="tiles&amp;patterns" width="466" height="563" /></a></p>

<p>Now to SAI&#8217;s high point, in my opinion: lighting. It has some features of layer blending that are really amazing. The one that caught my attention in the first glance was Lumi&amp;Shade, great to create both projected light and enlightened objects. As the name suggests, it blends luminance and hue, helping in creating nice lighting effects. Another essential is PassTrought, that is applied to layer groups and allows each layer&#8217;s blending mode to interact with the layers outside the group. It&#8217;s quite important to allow the layers being properly organized.</p>
<p style="text-align: center;"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/Screen-shot-2009-11-28-at-2.27.45-AM.png" target="_blank"><img class="alignnone size-full wp-image-333" title="Lumi&amp;Shade" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/Screen-shot-2009-11-28-at-2.27.45-AM1.png" alt="Lumi&amp;Shade" width="219" height="563" /></a><img class="alignnone size-full wp-image-336" title="SAI interface" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/Screen-shot-2009-11-28-at-2.26.29-AM.png" alt="SAI interface" width="248" height="563" /></p>

<p>So, at the end of 3 weeks of work (during which I&#8217;ve been creating 3 other background concepts, helping Bruno and Ingrid create the character&#8217;s color test vector files and already doing some of those color tests myself), the result of the Outside Yard is this:</p>
<p style="text-align: center;"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/SouthAnnex401.jpg" target="_blank"><img class="size-full wp-image-335 aligncenter" title="OutsideYard" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/SouthAnnex402.png" alt="OutsideYard" width="518" height="417" /></a></p>

<p>Now I&#8217;ve gotta go, my trial period with SAI is running out and I must go buy it to continue my work. Incidentally, one more good thing about it: a single license costs just 50 dollars.</p>
<p>See you soon!</p>
]]></content:encoded>
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		<title>About maps, tools and paint. 1/2</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2009/10/29/mapstoolspaint1</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2009/10/29/mapstoolspaint1#comments</comments>
		<pubDate>Thu, 29 Oct 2009 19:27:55 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[adobe]]></category>
		<category><![CDATA[archi.ru]]></category>
		<category><![CDATA[architecture]]></category>
		<category><![CDATA[arquitetura]]></category>
		<category><![CDATA[concept art]]></category>
		<category><![CDATA[conceptart]]></category>
		<category><![CDATA[corel]]></category>
		<category><![CDATA[kremlin]]></category>
		<category><![CDATA[level design]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[mapa]]></category>
		<category><![CDATA[moscou]]></category>
		<category><![CDATA[moscow]]></category>
		<category><![CDATA[netherlands]]></category>
		<category><![CDATA[painter]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[visual arts]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=288</guid>
		<description><![CDATA[Oh hello there! In this last fortnight the Design Guys have written a little about the level design of the Tsar Project. As Beto said, today I&#8217;ll show something of the translation of the architecture researches we&#8217;ve done and the level design created in the background concept arts. And even more, I&#8217;ll talk about a [...]]]></description>
			<content:encoded><![CDATA[<p>Oh hello there!</p>
<p>In this last fortnight the Design Guys have written a little about the level design of the Tsar Project. As Beto said, today I&#8217;ll show something of the translation of the architecture researches we&#8217;ve done and the level design created in the background concept arts. And even more, I&#8217;ll talk about a really great software we&#8217;re using, the japanese <a title="Systemax SAI" href="http://www.systemax.jp/en/sai/" target="_blank">Easy Paint Tool SAI</a>.<br />
</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-289" title="Kreml" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/10/kreml.jpg" alt="Kreml" width="504" height="207" /></p>
<p>So, it all started with 17th century maps like this one above (a crop of a dutch map published in 1662 that covers the area between Beklemishevskaya and Nikolskaya Towers of the Moscow Kremlin). Those maps show us the Kremlin just after the start of the Romanov Era, when it past for several changes. The exact period in which we focused our researches for the Tsar Project is considerably blurred by time, we&#8217;ve had a hard time in finding what we needed to start the reconstruction of the palaces proper. It was then, and continues to be, a great luck and reason of happiness to us, to count with the collaboration of Julia Tarabarina, a historian of russian architecture and editor of the <a title="Archi.ru" href="http://agency.archi.ru/eng/index_html" target="_blank">Russian Architectural News Agency</a>.<br />
</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-292" title="Maps&amp;Plans" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/10/study.jpg" alt="Maps&amp;Plans" width="504" height="356" /></p>
<p>With the proper orientation we&#8217;re able to continue the development of the level design, according to the architecture of the 16th century buildings, and start creating those schematic maps Beto told you about. The next step was then to translate plans, references and level design into concept arts. The point here was to create imagery that would both communicate the mood of the game and be a preview of the different types of tiles, textures and lightning effects that we would use later on the project.</p>
<p>And then SAI came up. A good friend of Aduge, a fish from the design college called Okazaki, presented me this tiny software (it&#8217;s installer being smaller than 3Mb) that is tremendously useful. As the name emphatically tells, Easy Paint Tool SAI is a user-friendly digital painting software. What the name <em>doesn&#8217;t</em> say is that, despite the minute size of the software and of it&#8217;s Tokyo based development team, Systemax&#8217;s SAI is, imo, far more precise and powerful than Adobe&#8217;s Photoshop and stratospherically more intuitive and fluid to use and configure than Corel&#8217;s Painter.<br />
</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-295" title="Easy Paint Tool SAI" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/10/alxndryrd.jpg" alt="Easy Paint Tool SAI" width="504" height="303" /></p>
<p><strong>To be continued&#8230;</strong><br />
</p>
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