Presenting: the protagonist!
We are proud to finally present to all our readers the protagonist of Tsar Project.
These last months we were hard at work on his personality, backstory and design to create an unforgettable and unique character that represents the deep experience we wish to create with this game. And what character would be better on a stealth game than a powerful ninja?

Shadow Crow, the deadly shadow. From the secret valleys in the heart of China, his motives to be in Moscow are completely mysterious. Is he under the command of a powerful noble? Is he on a personal vendetta, nurtured by sleepless nights? His figure is pale and stealthy, his movements are deadly. Shadow is armed with nigh-infinite shurikens, a kusari-gama cursed by 9001 demons from the 6 Shintoist hells and sharp iron claws forged by the steel wielded by his dead enemies.
As the game progresses we will discover together what obscure secrets motivates Shadow to plunge into the cold night of Moscow, and the scars left by his painful and irredeemable past. No one can stop him, his power is maximum. The Tsar Project is the greatest opportunity to become the greatest of ninjas!
So, working a lot?
Here is a mess, all week long, and even in weekends, do you believe?
Oh, sure, it’s worth the pain. The results are so great lately, makes me very happy!
Uh… Yes, yes, I’m kinda different indeed. Have been planing this for a while, make some changes.
Srsly? Nice that you’ve liked! It was hard to choose, you see? But ended up being a good deal to wait, right?
How have I done? Eh, another day I’ll tell you, it’s a little complicated, all this choosing-colors stuff.
Yes! I went through making all the project before, it’s awesome!
And else? Nice, all right, we appeared in some neat blogs these days, and are due to end one more big step in the works.
Yes, time goes by! Soon it will be three years…
Remember the last time we’ve talked? I had just moved…
Right! Show up there some day, then I tell you all about the colors and else!
Sure, we can have an espresso, then!
Semblante posted on Play This Thing!
Even though our priority is the Tsar Project, we didn’t left Semblante behind. We’re sitll working on it to improve the gameplay and sharpen the game concept, looking forward to achieve a more complet experience on what’s been proposed for the game.
We just got extra motivation! =)
After 11 months working on Tsar Project we are finally “ending” the pre-production stage. The pre-production was all about a discovery process, mostly the first opening of a double diamond process, that in a way validates the early concept stages.
What must mark the beginning of production is a stage where we do not have any kind of uncertainties or doubts and can work on a “final” version of the software, without getting around different ways of doing things and without any big scope or feature changes.
The Production Planning we discussed the answers to questions that our testing and experimenting didn’t solve 100% and even the ones that testing and experimenting themselves had raised. The end result of our planning was excellent. More details… on the next chapters!
By the way, the one posting is Marcel Pace, executive producer of Tsar Project. (I rarely post here… You know, sound, music, project managing and process managing… kinda busy here, hehe!
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We’re now entering Tsar’s Project Production Planning. More information soon.
We are finally back from the Global Game Jam and we’d like to produdly present the result of our 48 hour effort: Semblante.

Before I start, a brief clarification. “Semblante” is a portuguese word that means “visage”. A good reason for the choice of this particular name was because it is a phonetically pleasing word (when spoken in native portuguese at least) the other reasons are pretty much subjective and we leave to each one his own to think about it or not.
The game is still a little incomplete as of now, even if it has a beginning and an end, as we need to work out some of the mechanics, asset implementations and general level design. Semblante is also quite simple, you control Jung inside its own mind as it searches for its own identity (represented as a mask) while avoiding the shadows that lurks within. The metaphor is obvious and I will not linger on it anymore.
The mechanics are pretty simple. Jung has 4 mechanics. It can move, jump, shine and scream. To shine, the character needs to stay in light spots to charge its body. Jung glows for a limited amount of time and while it is glowing, shadows are repelled by it. Jung can also use its remaining glow to scream and attract shadows to itself. We have a lot of bugs to work out still but the core mechanics are all there.
The guys at PUCPR jam site (we are at the right, with “uniforms”)
Aside from the game itself and talking about the Jam itself. It was a pleasing (and exhausting) experience to participate on a Global Game Jam. The extra hands were crucial for the game to come into fruition. In the name of the team I’d like to thank, Flor, Santo, Paulo and Rossato for their effort and dedication during the Jam. We also want to thank Bruno Campagnolo for organizing the Jam Site and the free sodas and sfihas. We’d like to do it again next year!