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The evolution of our fighting engine: Bauta combo video

Posted by Carlos Bordeu, Apr 2 2014, 10:17 AM in Development



Some of the most iconic fighting games have had some of their central game mechanics born out of unintentional design decisions, or "bugs" which players were able to use as exploits to enhance their fighting capabilities, and take the game to a new level of competitiveness. Two good examples that come to mind are cancelling from a normal into a special in the original Street Fighter 2, or wave dashing in Super Smash Brothers Melee. In both these cases, people found out how to do things that were not originally designed by the game designers, and which were intentionally left in the game after their discovery.
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Know your enemy: The fighting engine of Abyss Odyssey

Posted by Carlos Bordeu, Mar 12 2014, 09:56 AM in Development


We've just released our first video of a series where we explore the moveset and combo potential of the enemies that you can capture (and use) in Abyss Odyssey.



I wanted to briefly comment about some stuff relevant to this combo video and Abyss Odyssey in general. As mentioned in the reveal trailer, the game is an action platformer with a heavy emphasis on the combat - to the point where we can refer at the enemies as fighters from a roster of a fighting game. In this video I focused on 'Judith', which is an enemy from within the abyss, and I explore most of her moveset and apply it to create a combo video.

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What a small team can do - The art of Zeno Clash 2

Posted by Carlos Bordeu, Oct 23 2013, 04:26 PM in Development



How about a nice fly-by through the editor watching all the outdoor areas of Zeno Clash 2? The art for all this was done by four people + 1 contracted artist. Someone once told us that he thought we had an army of gnomes hidden in our basement working on the game. After watching the video we're starting to believe it. wink.gif

*Environmental spoiler warning in the video!

**This doesn't include any of the indoor areas or 100 character/creatures. You can check those out HERE:

**The video has no music because we screwed up ohmy.gif


Sneak Peek: Recording the Main Theme of Zeno Clash 2

Posted by Carlos Bordeu, Apr 11 2013, 02:41 PM in Development

Here's a sneak peek of the recording of the main theme of Zeno Clash 2. Professional musicians performing in this video were accompanied by members of the choir of the Municipal Theater of Santiago - one of Chile's most prestigious cultural organizations. You can also get a glimpse of Patricio Meneses (director and composer) waving his arms like a madman smile.gif



The full soundtrack of the game (which contains over 40 tracks!) comes as part of the 'Special Edition' of the Steam copy of Zeno Clash (which also includes an awesome digital Artbook). A preview of some of the Artbook pages is also present in the video.

Put on a nice pair of headphones and enjoy the music! cool.gif


Block of Ages free update

Posted by Sebastian, Apr 2 2012, 09:43 AM in Development


Hello you guys!

What did you think about this year's April's Fools pranks and jokes?

It seems like it was yesterday when we launched a FREE Steam PC update featuring Sir Boulder transformed into Sir Block...

All we can say is that although we were impressed with the 8-bit Google Earth, we kept on coming back to Rock of Ages and try destroying the opponent's castle with a Block.

Just remember, this is Steam exclusive content brought to you by total silliness from our part.

Enjoy being a blockhead!


The 5 art periods in Rock of Ages

Posted by Edmundo Bordeu, Dec 22 2010, 01:41 PM in Development



For Rock of Ages we chose to have different levels of the game represent different art periods of western art. The first thing I did was take out a notebook I had from an art history class, search the Internet for references of every period, and put it all in a big collage ordered like a timeline.

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2D vs 3D in Rock of Ages

Posted by Edmundo Bordeu, Nov 11 2010, 04:28 PM in Development



It has been a long time since our last informative blog post, but it is only because we have been so busy working on Rock of Ages!

In Rock of Ages as you progress through levels you also progress through different periods of art history, so this time I'll be writing a bit about the first steps in choosing the art references we used for the game.

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'Rock of Ages'... where did it come from?

Posted by Carlos Bordeu, Jun 18 2010, 02:49 PM in Development


So... 'Rock of Ages'... unsure.gif



Where did this new game come from? What were we thinking of when we decided to make a game that is so different from our past projects? The following is just a brief insight about how we came up with Rock of Ages, which was referred to as 'Boulder' when we started working on the concept.

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Zeno Clash: Ultimate Edition - New Attacks trailer

Posted by Andres Bordeu, Feb 5 2010, 01:34 PM in Development

In conjunction with Atlus we've released a new video featuring some of the improvements that will be made available for the Xbox Live Arcade version of Zeno Clash. Graphics speak louder than words, so here's the new content:


Enjoy! smile.gif


Gamasutra's Post-Mortem of Zeno Clash

Posted by Carlos Bordeu, Oct 8 2009, 11:38 AM in Development

Gamasutra has posted a lengthy article about Zeno Clash's development process with the classic 'what went right' and 'what went wrong' items. I think a lot of people will find it interesting to read, and it's definitely worth checking out for aspiring game developers working in mods. Enjoy the article!




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