As PreviewLabs is mainly involved with premature game development, we often have to keep our mouths shut about cool projects we’ve worked on. One of the reasons we’re so excited for the announcement of Siegebreaker, is we can finally start talking about it ourselves as well.
Continuing our series on 2D Game Development in Unity3D we’ll take a look at the final method we’ve utilized so far. When the use of a GUI Class or Sprite Manager System doesn’t cut it, you might want to look at the game through another camera angle, thus using ortographic projection.
We’re convinced that spicing up your game pitch with a playable prototype radically increases your chances of successfully landing a publisher deal. But you don’t have to take our word for it: our client Thumbs Up Games explains in detail how they found an interested publishing party at gamescom.
When we just started out as a company and our name wasn’t as renowned as it is today, we made a prototype for a game we largely finished ourselves. It’s been sitting on the shelf for far too long but now it’s finally been released. So there you have it: our very first own game!
We’re opening our doors once again to give you a unique look into the inner workings of our company. This time we take a look at the prototyping process of Color Collider, the colorful puzzle game by our client Crazy Monkey Studios that’s published by Capcom.
We’re honored to add another published game to our list of projects we prototyped for. The credit goes to Crazy Monkey Studios that have just released their colorful puzzle game Color Collider on the App Store. We know it’s great fun, because we helped think up the concept.
We’re back from a deep dive into our archives to unearth the very first prototypes we developed for our trusted client Crazy Monkey Studios. Make the jump to find videos of different iterations of the prototype as well as the design recommendations that went with them.
At gamescom Crazy Monkey Studios successfully shopped around the concept for a puzzle game we came up with for them. Largely thanks to the playable prototype, publisher interest turned out to be high enough for the team to start full production on the game. We’ll share more details in due time.