Tuesday, September 7, 2010

Small Environment Update

After a short break, content creation is back on track. Special thanks to Kyle Hug who did a few assets for me to help flush in this space. Still a WIP, but much better than it was. Enjoy!

Sunday, March 14, 2010

I remember now.... that is the Clever Bit...

Allow me to introduce ourselves. We are Clever Bit Games. Just a couple of weekend warriors who love making games. We better, working in the industry, it would be very difficult to go home and do the same thing we do all day long if we didn't.

I am the Content Director for CB games. I create the content, or in certain cases, manage any help we might have from people that want to pitch in. The look and feel of the game is my responsibility. Forza Motorsports 2, Deadliest Catch: Alaskan Storm, and now Halo: Reach are among my personal credits from a content creation aspect.

Mark (who you'll see on here from time to time) is our Programming Director. Anything code or script related is his forte. As is managing any outside programmers we might get to help him out. Games hes worked on are Deadliest Catch: Alaskan Storm, and Dark Void.

Our first project? Let's shoot some pool! Our working title is Last Call Sharks. Its a pool game like none you've seen. Our goal is to create a game that mimics going out on a Friday night and hitting the local hotspots for a few pickup games. Can you guess one of our hobbies? How is this implemented you might ask?

  • Customizable player classes that allow you to decide how your player shoots.
  • Player attributes that make every character shoot different, altering how the game reacts to controls.
  • Experience points that allow you to improve your character a la RPG.
  • Outside influences such as social atmosphere, alcohol and interaction with your opponent that will alter your shooting ability.
  • A sharking (distraction) component that allows not only your opponent to lower your stats while shooting, but allows you to do the same to them.
  • Different locations that alter the interaction and comfort level of your character.
How are these pillars going to be achieved? Well thats the clever bit... we're not going to tell you;)
You'll just have to keep checking back here and as features get implemented, or content gets created, we'll post updates!

Prototyping is being done in the Unreal Engine, with the final product launching on XBox Live Indie Games. This is my first dive into Unreal, and Mark is writing the XNA engine from scratch, so its a bit of a slow process. BUT, thats not stopping us.

To get your mouth watering, heres a few VERY EARLY screenshots of one of our prototype levels. Obviously there is a lot of wok to do filling out this space, as well as texture and lighting work that needs to be tweaked. But I wanted to give you all something, because, hey, who wants to read a bunch of words without any pretty pictures to look at?

Share and Enjoy!

-Kayl