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TinyWars Gameplay Prototype Re-Launched, Features Updated Animations, Graphics & Difficulty

Press Releases, TinyWars

The TinyWars game-play prototype has received its final update, bringing about updated visuals, difficulty and a special re-launch trailer to mark the same. Enhanced character attack, upgrade and particle effects serve to graphically improve the prototype experience, while overall game-play difficulty has been reduced significantly in favour of user accessibility.

 

‘Many of our early players noted that the prototype was extremely difficult, although this did lead to some very interesting play-through videos on Youtube.’ states Lead Developer Andrew Taraba. ‘We didn’t feel like we were doing any good to potential new fans by making the game practically impossible to beat.’

Released for Windows PC and Android devices in the month of December, last year, the TinyWars Prototype is a crude, functional demonstration of the game’s tower defence engine. Serving to keep fans engaged in its development, it has also been providing the developers with valuable feedback pertinent to development of the full TinyWars experience.

Players might note that character animations within the prototype are still incomplete, given as the developers have opted to move focus to the main game’s production instead. ‘Having our character animations hand-drawn, frame by frame, is a very time consuming project,’ continues Taraba. ‘But it does allow us to create animations and characters that we feel are more alive and fluid.’

‘Rest assured, we will be including complete character animations in the upcoming story-demo of the main game.’

Due for a release sometime this year, the story-demo will be a vertical slice of the full TinyWars experience, featuring finished animations, enhanced controls, story/narrative cut-scenes and the implementation of its first four narrative chapters. With production of the same having officially begun mid-December, the team has since been involved in developing its visual theme, menus and other related assets. Seen below is a sneak-preview of the story-demo/main game’s updated main-menu and worldmap.

Main Menu

Worldmap

Nearly all of the refined, updated game-play mechanics from the prototype will translate over to the story-demo and main game. ‘Players can get a taste of what the full TinyWars experience will seem like in our prototype Re-Launch trailer’ affirms Taraba. ‘It features some of the best music and visuals that we have gathered over years of working on this project.’

The updated TinyWars prototype may now be downloaded for Windows PC and Android devices via the Downloads section of the game’s website.


The following months will feature various visual and game-play snippets from the main game’s development. To ensure you’re up to date, be sure to subscribe to E-mail updates via the sidebar on the game’s Higher Eclectic Space or to the game’s Sub-Forum.

Feedback, queries and interactions with the development team may also take place within the same. This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which TinyWars and the Bizurk Software team is currently affiliated.

One can also follow up on the game’s progress thus far, learn of what’s been said about its game-play prototype and opt-in for E-mail updates via its Space. To get in touch with the team for any queries, schedule an interview or the like, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About TinyWars

Developed by Bizurk Software, TinyWars is an upcoming game of the Tower Defence genre for PC, Android & iOS devices.

A journey of growth — both of characters involved and players themselves — its narrative encompasses the kingdom of Tiny and its inhabitants, as they journey through a world of constant conflict and learn of things far greater than themselves. Following the tale of one such inhabitant, a young girl named Mary, said narrative will illustrate her pursuit of justice from those that belittle her as she journeys to save her Kingdom for good.

Players will be tasked with strategic thinking, dynamic unit management and a plethora of boss fights across varying degrees of challenge. All the aspects of this Tower Defence element, although not ground breaking, will ingeniously parallel the aspects of the story and the concept of growing as an individual. A prototype of these mechanics is now available for download. 

Although not representational of the main game, the purpose of the prototype lies in providing fans, followers and tower defense enthusiasts with a snippet of the TinyWars game-play experience, while also assisting the development process with user-related feedback.

The months that ensued after the game’s bare-bones prototype from 2015 were graphic & artwork intensive, with the team designing original assets, primary characters, animations and even recording a live orchestra for the main game in order to provide it with its own flair.

A large portion of 2016 meanwhile had been devoted to the development of TinyWars’ game-play prototype. Prior to its release, a closed beta test of the same transpired between the months of October-November, the same year, with all gathered user feedback being used towards the development of the main game.

Despite the prototype being devoid of any narrative elements and fleshed out visuals, the team is currently working towards releasing a more representational vertical slice of TinyWars’ primary experience by 2017. Comprising of a portion of TinyWars’ soundtrack and early concept art meanwhile, a pre-gameplay demo is now also available for download.

Twitter | Website |  Soundcloud | Facebook | Wiki | YouTube | PR Contact – Andrew Taraba – tinywarsgame@gmail.com

About Bizurk Software

A privately owned subsidiary of Taracore Enterprises LLC, Bizurk functions primarily as a service provider for clients ranging from Hyundai Motors’ Official Website to popular video games like Yandere Simulator.

TinyWars is its first independent venture into the gaming industry. While CEO Andrew Taraba himself has extensive experience in the world of website & app development, the team itself comprises of both experienced artists, musicians and programmers along with novices alike.

Website

About Higher Eclectic Ground

Founded in August, 2015 and operated ever since by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Its services towards affiliated games and their developers primarily involves the provision of highly personalised Public Relations(PR), Quality Assurance(QA) and general Press-centric services with the goal of functioning and operating as the PR department of their development teams.

In addition, it also plays agent to various other freelance creators and artists of gaming media – helping them build a web-presence around their respective crafts and working to garner them freelance employment opportunities within the gaming industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | Press Room

RAM BOE Giveaway Winners Announced, More Coming Soon

News, Press Releases, RAM BOE

In light of its conclusion on the 9th of March, the seven winning entrants to our giveaway of Point Five Team’s 2016 indie puzzle RAM BOEhave been randomly picked up the development team as follows —

Winner #1 – Sunny Kushwaha, Winner #2 – Tristan Boddice, Winner #3 – Viktor Ryzkov, Winner #4 – Daniel Aguiar, Winner #5 – Angel Santos, Winner #6 – Huey Newis, Winner #7 – Robin Hugy, and in a surprise pick by the team, Consolation – Maarten Ver.

Point Five Team will be reaching out to each via e-mail over the course of the weekend and thereafter to determine their choice of platform (PC/Android), following which all winning entrants will be granted a period of seven days to respond.

Digital copies of RAM BOE will then be delivered accordingly.

The giveaway was organised and scheduled for 1st-8th March, 2017, in celebration of  the launch of Point Five’s all-new website.  For those who missed it, Higher Eclectic Ground and Point Five Team will now be working to organise even more giveaways of RAM BOE in conjunction with a few other gaming outlets over the course of this month.

More on that in due time; to ensure you’re privy to when the next giveaway goes live and/or any other development updates pertinent to RAM BOE, be sure to sign-up under the ‘Receive E-mail Updates’ tab of the game’s Higher Eclectic Space.

For queries, feedback and other interactions with the development team of Point Five, please visit their sub-forum here on Higher Eclectic Ground.

Antonio d’Amore – Visual Immersion & Interactive Storytelling Via Multimedia Designs

Antonio d'Amore, Features, Press Releases

Native to the Italian town of Aversa and based within England’s Reading, Antonio d’Amore infuses Higher Eclectic Ground’s roster of professional, freelance art talent with more than a decade’s worth of multimedia and graphic design experience this month; as a digital artist affiliated to the Network, he’ll now be seen offering a plethora of services in the realms of 2D and 3D design towards the development of independent video games via the same.

Property of Media Engineering, s.r.l

Building upon a childhood anchored in the fascination for comic-book, cartoon-fuelled storytelling, the now 37-year old has rendered for himself a career that stands immersed in the creation of illustrations, character designs, assets/props, environments, storyboards as well as animations on a regular, if not daily, basis.

Fluent in the 2D and 3D aspects of both, although admittedly less experienced in the latter, much of this skill-set has been provided towards the production of eLearning applications, serious games, animations, music videos and numerous other small-jobs for various Italian companies on a freelance and full-time basis.

Deciding to fully employ his expertise in the field of video game entertainment in the year of 2016 however, the Italian moved to Reading, United Kingdom where he continues to further a career in game design. Operating as a remote freelancer therein, d’Amore prides himself in being able to carry out tasks in both digital and traditional pen/pencil based media as need be.

Much of his digital workflow is based in the use of Adobe’s Creative Suite; ‘A confident user of Adobe Photoshop, Illustrator, Animate CC/Flash, After Effects and Premiere, I can start tasks in Photoshop, finish them off on Animate CC, or just the opposite — it depends of the kind of job.’ he states in the case of 2D media.

‘I  mostly use Photoshop for drafts, digital illustrations and for retouching/compositing. Animate CC on the other hand plays various roles — from character designs, environments, props and sprite sheets, (both cutout and frame by frame), to multimedia designs, user interface designs and animations.

With Illustrator used for vector art forms, d’Amore is further working on integrating Spine 2D into his pipeline for sprite animations. 3D Modelling meanwhile bases itself in his use of Autodesk Maya or Cinema 4D, the latter of which is also employed in motion design.

Furthermore while associated textures have involved the use of Adobe CS, he’s gradually begun transitioning towards the use of Substance Painter/Designer for the same. And as if that simply wasn’t enough, he continues to work on building a familiarity with the Unity and Unreal Engines while being an enthusiastic ZBrush user.

‘All my rates are flexible, negotiable and subject to project size; revenue share agreements are also considered depending on a project’s goals and likelihood of being finished in the near future.’ declares d’Amore. A team-player by nature, he naturally seeks to incorporate periodic checks, discussions and exchanges of feedback with his clients during the tenure of an assigned job.

Post attaining a degree in Multimedia and Graphic Design at the Consorzio Editoriale Fridericiana in 2000, followed by a study in Illustration & Animation at the Scuola Italiana di Comix in Naples thereafter, d’Amore moved to the city of Rome to employ his newfound qualifications up until 2016 — following a brief period of employment at Aversa based communication agency, Mau.

‘I was so lucky to work at Mau; the owners are some of the most creative people I’ve ever met and I learned a lot from them.’ he recalls. 


Property of Media Engineering, s.r.l

While in Rome, d’Amore would go on to work at establishments such as that of Pragma (Multimedia Designer & Flash Animator, 2006), XCorsi, StaffMedia, Pubbliedi (Illustrator & Flash Animator, 2007-2008), Biogroup (Illustrator, Character Designer, 2D Animator, 3D modeller and Animator, 2008-2009) and Media Engineering (Senior Designer & Art Director, 2009-2016), even nurturing a freelance career in the years between 2002 and 2005.

‘I’ve truly dedicated myself to my passion for everything related to visual communication; I love to tell stories, aiming to immerse people in them by making them interactive and emotionally-driven through my designs.’ he writes.

While his year in Reading has already involved a brief stint at Nomad Games as a beta-tester and a quick yet intense period at UrbanVoyage as a 2D artist, d’Amore is also currently involved in the re-styling of Android poker game JokerManiac, and the development Italian upcoming casual/puzzle/platformer Tiro al Rosone.

As the artist now looks to documenting his progress with regards to both on his sub-forum on Higher Eclectic Ground, clients, enthusiasts and independent developers of games wishing to reach out to d’Amore with their feedback, job/commission requests and other queries may do so by creating a thread within the same forum.

 

An in-depth look at his professional services, portfolio of work and relevant references meanwhile, will continue to remain documented on his Higher Eclectic Space.

RAM BOE PC & Android Giveaway [Ended]

News, Press Releases, RAM BOE

In celebration of the launch of its newly created website, Romanian game developers Point Five Team are giving away seven copies of their 2016 casual indie puzzle RAM BOE.

2017/03/09 03:00:00
Giveaway Ended
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To participate, simply –

1. Visit RAM BOE’s Higher Eclectic Space,

2. Look for the ‘Receive E-mail Updates’ tab on the page’s sidebar and leave in your details using the form therein before the 8th of March, 2017; be sure to check your e-mail for the confirmation message.

3. Follow Point Five on social media using the ‘Find RAM BOE On Social Media’ tab on the page’s sidebar and lastly,

4. Share this announcement with your friends and include the URL to Point Five’s new website — pointfiveteam.eu — within your Facebook, Twitter, Instagram, Google+ or other posts.

Done!

  • On the 9th of March, 2017, the developers will randomly pick up to seven contestants that will receive either a Steam or Android copy of RAM BOE depending on their choice of platform. These winners will be listed in a separate announcement by Higher Eclectic Ground, conveyed to all participants via E-mail and shared across Point Five’s various social media channels.
  • Point Five Team will then proceed to contact the winning entries via E-mail in the days soon after, to determine their choice of a PC or Android key. Contacted winners will have up till a week to respond before an alternate winner is picked.

Conceived at the 2015 Indie Game Maker’s Contest hosted by Game Dev Fort and sponsored by Degica, RAM BOE is a casual 3D puzzle game by developers Pointfive Team that draws inspiration from Thinking Rabbit’s Sokoban.

While the retro puzzle had players move crates around a warehouse in an attempt to get them to predetermined storage locations, RAM BOE has players control Beauregard Pete, an adventurer trapped within the being of a Ram for ever after a failed duel with a vicious ice monster.

Eager to rescue others from the same miserable fate, Beau (Boe) must pass through 55 levels of brain-bending puzzles, solve them by combining and moving Rune stones that contain trapped souls into a ‘mystical well of revival’ and navigate steep drops — all while the possibility of a second encounter with Thrym, the ice monster, looms.

In addition, the game’s Steam version also features achievements, multiplayer leader-boards, trading cards and a Level Sandbox connected to the Steam Workshop that let’s players build, customise and play on their own levels.

While the game wasn’t up to the standards of the IGMC contest, for which it was conceived with fully functioning mechanics and graphics, the team continued on wards to furnish it in its entirety over the following couple of months.

By November 2015 RAM BOE had earned for itself a Steam Greenlight campaign, following which it moved to Higher Eclectic Ground in an attempt to build an audience around Beauregard’s adventure.

The months that ensued witnessed Point Five engage the Network’s members & audience via a plethora of means — episodic recaps of RAM BOE’s development, Giveaways and more, while an Android version of the game was made available in the month of January. By the 14th of March, 2016, the game was finally Greenlit.

As of 5th April, 2016, RAM BOE was released for PC, MAC & Linux on Steam. A month later the game’s first major update for PC, MAC & Linux devices titled The Awakening of Thrym was taken live, putting into effect game play fixes, 15 more playable levels, a slight narrative expansion and an all-new Sandbox mode.

Efforts are currently underway to bring The Awakening of Thrym to RAM BOE’s Android version, while an iOS build of the game continues to be worked upon. To delve deeper into the game’s development history and learn of recent reviews, visit its Higher Eclectic Space.

For giveaway related queries, feedback and to interact with the development team of Point Five, please drop by the game’s sub-forum.

Play MemoryWars, a TinyWars Card Game Of Memory For Free On Google Play

Press Releases, TinyWars

MemoryWars, a TinyWars-themed mini-game of Memory Cards is now available as a free-to-play Android app on the Google Play Store.

Developed and refined by Bizurk Software over the course of January, this year, MemoryWars is a TinyWars-infused twist on the classic card game of Memory. With upto 12 levels to beat, players may compete with A.I or at least one other player to earn in-game currency and build a library of Collectable Cards featuring TinyWars’ various cute, rare and deceptive characters.

A Lucky Card based reward system, Health Points, special cards, boss fights and ‘insane levels’ are also prevalent. ‘The purpose of creating MemoryWars was so that we could exercise our programming skills over New Year’s.’ explain developers Bizurk Software. ‘We wanted to get our feet wet with a few other projects, and building out an experimental mini-game was the most appropriate option.’

Bordering at 10-50 downloads with a rating of 4.5/5 on the Play Store, MemoryWars has admittedly provided the team with an opportunity to experiment with Virtual Currency, in-game Collectables and the use of special effects/animations plus sound to enhance fun. Several of these ideas, especially those of cute animations, are now being carried over to the main TinyWars game.

Following the successful launch of its free-to-play PC/Android game-play prototype in November, last year, TinyWars is currently having its complete narrative/gameplay experience developed. Cutscenes, user interfaces and various assets are being created for the same in preparation for a planned release of its vertical slice later this year.

Additionally, the Prototype is also due for its final update later this month — bringing previously non-functional features such as touch zooming on its Android version and improved animations/visual effects to the fray. A sample of these improved effects can be seen attached herewith.

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Got feedback and/or queries? Interact with the TinyWars development team, share your MemoryWars experience and have your say in the game’s development at its Sub-ForumThis Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which TinyWars and the Bizurk Software team is currently affiliated.

One can follow up on the game’s progress thus far, learn of what’s been said about its game-play prototype and opt-in for E-mail updates via its Higher Eclectic Space. To get in touch with the team for any queries, schedule an interview or the like, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com

About TinyWars

Developed by Bizurk Software, TinyWars is an upcoming game of the Tower Defence genre for PC, Android & iOS devices.

A journey of growth — both of characters involved and players themselves — its narrative encompasses the kingdom of Tiny and its inhabitants, as they journey through a world of constant conflict and learn of things far greater than themselves. Following the tale of one such inhabitant, a young girl named Mary, said narrative will illustrate her pursuit of justice from those that belittle her as she journeys to save her Kingdom for good.

Players will be tasked with strategic thinking, dynamic unit management and a plethora of boss fights across varying degrees of challenge. All the aspects of this Tower Defence element, although not ground breaking, will ingeniously parallel the aspects of the story and the concept of growing as an individual. A prototype of these mechanics is now available for download. 

Although not representational of the main game, the purpose of the prototype lies in providing fans, followers and tower defense enthusiasts with a snippet of the TinyWars game-play experience, while also assisting the development process with user-related feedback.

The months that ensued after the game’s bare-bones prototype from 2015 were graphic & artwork intensive, with the team designing original assets, primary characters, animations and even recording a live orchestra for the main game in order to provide it with its own flair.

A large portion of 2016 meanwhile had been devoted to the development of TinyWars’ game-play prototype. Prior to its release, a closed beta test of the same transpired between the months of October-November, the same year, with all gathered user feedback being used towards the development of the main game.

Despite the prototype being devoid of any narrative elements and fleshed out visuals, the team is currently working towards releasing a more representational vertical slice of TinyWars’ primary experience by 2017. Comprising of a portion of TinyWars’ soundtrack and early concept art meanwhile, a pre-gameplay demo is now also available for download.

Twitter | Website |  Soundcloud | Facebook | Wiki | YouTube | PR Contact – Andrew Taraba – tinywarsgame@gmail.com

About Bizurk Software

A privately owned subsidiary of Taracore Enterprises LLC, Bizurk functions primarily as a service provider for clients ranging from Hyundai Motors’ Official Website to popular video games like Yandere Simulator.

TinyWars is its first independent venture into the gaming industry. While CEO Andrew Taraba himself has extensive experience in the world of website & app development, the team itself comprises of both experienced artists, musicians and programmers along with novices alike.

Website

About Higher Eclectic Ground

Founded in August, 2015 and operated ever since by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Its services towards affiliated games and their developers primarily involves the provision of highly personalised Public Relations(PR), Quality Assurance(QA) and general Press-centric services with the goal of functioning and operating as the PR department of their development teams.

In addition, it also plays agent to various other freelance creators and artists of gaming media – helping them build a web-presence around their respective crafts and working to garner them freelance employment opportunities within the gaming industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | Press Room

Announcing The Higher Eclectic Forums – Now Open

News, Press Releases

Higher Eclectic Ground commences a new year of operations with the public unveiling and opening of its Forums. Created primarily to facilitate the interaction between its own affiliated game development & freelance talent, their audience of press outlets and other gaming enthusiasts, the Higher Eclectic Forums also invite game developers and other creators of gaming media to set up shop therein; interact, discover creativity and promote your own.

Conceived over the summer of 2015, the Network for independent game talent that is Higher Eclectic Ground functions by providing an array of PR and QA based services to independent developers of games, also playing agent to freelance gaming talent in the form of Musicians, Writers, 2D/3D Artists & more by working to garner them exposure and employment opportunities within the industry.

While nearly two years of this public activity have been spread out over numerous game development-oriented and social media platforms with this website at its core, all of Higher Eclectic Ground’s inter-member interaction, discussions and network-related announcements have since been centralised within a dedicated Facebook group called The Higher Eclectic Bulletin.

The onset of 2017 however has initiated several updates to the Network’s general policy, modus operandi and web presence, with the addition of a dedicated public forum to its daily functioning being the current highlight. As has been the norm, all of Higher Eclectic Ground’s presently affiliated game development and freelance talent is indexed within the intuitive Member Catalogue.

Each listing within this Catalogue directs to a Higher Eclectic Space; Spaces being dedicated pages/profiles maintained by Higher Eclectic Ground for members, that serve as dynamic press-kits for its game developers by integrating all development progress and other public/social information associated with their games’ activity in one place — and as dynamic portfolios/curriculum vitae’s for its freelance talent that the Network uses in interactions with potential clients and collaborators.

Now, each Higher Eclectic member’s Space additionally links to a dedicated Sub-Forum allocated to themGame Developers maintain within their Sub-Forums a MAIN DEVELOPMENT THREAD for their games, that they now use to document all official & unofficial progress, events, announcements and development activity. Followers & members of the press may further interact with these developers by creating their own threads of queries within the respective sub-forums.

Similarly, video game musicians, 2D/3D artists and writers affiliated to the Network maintain MAIN PORTFOLIO THREADS within their own sub-forums, narrating their creative processes while inviting potential clients to reach out to them via the same. Game Developers further looking to work with specific freelance talent on a project or fill positions on their teams may let Higher Eclectic Ground know of their job openings via the Classifieds Sub-Forum.

Take note however, that activity on the Forums is not limited to Higher Eclectic Ground’s members alone. Non-affiliated independent game developers may set up threads to document the progress of their games, artists to exhibit their portfolios of video game creations, YouTubers/Twitch Gamers to build communities around their channels and even independent game journalists to create constructive discussion.

To get started, one may simply head to highereg.com/forums, register themselves and navigate to the sub-forum of their choosing. Sticky posts therein should instruct one with the typical forum guidelines on how to get started.

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Other notable additions to the website include a newly established Press Room — consolidating all of Higher Eclectic Ground’s press activity and information in one place — and an updated About page that more clearly describes the Network’s current purpose, portfolio of work and modus operandi. Several member-related shifts in policy are to further transpire over the course of the following year, leading Higher Eclectic Ground to temporarily halt the acceptance and consideration of all applications for membership until further notice.

While all existing applicants have been personally informed of the same, feel free to periodically check in on when the application process does resume via our Contact page or our sub-forum for official/unofficial network related announcements. Thank you for your continued support; here’s wishing you the very best of gaming creativity for 2017.

Abadon: Guardians Rise Tests Crawler, Zombdoge & Zombull Enemy Concepts as City Level Undergoes Redesign

Abadon, Press Releases

Abadon: Guardians Rise is now in the process of having three new enemy additions play-tested for its City Level. Accompanying the previously introduced Zomborgs, Zombie Cyborg enemies that function by converting civilians into one of their own within the Level, are Crawlers, Zombdoges and Zombulls.

Crawlers function by clinging onto walls, lunging at players, exploding and causing damage on contact. ‘The Crawler video demo shows it crawling towards the player, lunging as soon as they get close.’ explains Lead Designer/Programmer Scott Bowser. ‘The player then starts attacking the Zomborgs, but gets hit by the Crawler because he wasn’t paying attention!’

Zombdoges on the other hand are far more vicious; one of these are seen trapping the player’s movements in the above demonstration, enabling Zomborgs to pin them down for massive damage as a Crawler looks on. This is all while Zombulls smash through an area’s destructible objects, subsequently leaving civilians (that must be protected for points/XP/mission objectives) and the player open to a Zomborg attack.

‘When you put a Zombull in a room full of civilians and Zomborgs, your enemies can multiply real quick!’ adds Bowser. ‘Add in trying to dodge a raging bull, wall crawling cyborgs, and anything of the other planned enemies, makes the City Level VERY challenging at higher difficulty levels.’

‘It’s still undecided if all of these tested enemies will be going into the game, but after playing around with them, they definitely do a great job of keeping the player on their feet in different ways.’ The City Level itself appears considerably different from its introduction in June. ‘Per Lead Artist Andrew Restrepo’s comments, the color palettes of the City Level were clashing, where the assets on the player’s layer were mixing with the background, making it hard to distinguish background from foreground. ‘ Bowser continues.

‘So he went in and completely changed the color palettes of ALL backgrounds as well as added more detail. He also made brick tile maps for me to use that have more detail and look like true brick buildings. The duo is still evaluating how they want the tilemaps to connect, how to add greater detail, as well as how to present players with navigation Cues.

Each time the existing tile-map is changed, the level has to be completely redrawn, turning the Level’s configuration into a time consuming endeavor. ‘Once we’re done, we’ll also be looking into ways to potentially randomise buildings by color, enemy layout, and maybe even size/shape.’ they surmise.

The City Level is one of several that will be making an appearance in Abadon: Guardians Rise’s upcoming demo, another being the now completed Nuke Cave level seen its Co-Op Teaser, offering up to 2-3 unique variations of themselves for players to experience.

Abadon: Guardians Rise is currently having its various characters, levels and populating assets developed en route to a Q1 2017 demo release. For prior updates, visit its Higher Eclectic Space.


This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which Abadon: Guardians Rise and the Ummagumma Games team is currently affiliated.

One can learn more of Abadon’s progress and sign-up to receive press releases via E-mail at the game’s Higher Eclectic Space. To get in touch with the team for any queries, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About Abadon: Guardians Rise

Set against the backdrop of a mysterious extra-terrestrial infestation, Abadon: Guardian’s Rise is a 2D platformed, Roguelite tale of an elite planetary defense task-force in development by Ummagumma Games.

With features such as that of uniquely customizable characters and dynamically structured levels, vicious enemy design, co-operative game play and a demanding narrative comprised of multiple play-through’s, players must rush to restore their decimated squad of Vanguardians and recover the Planet of Abadon from the clutches of alien originated violence.

Abadon: Guardians Rise is in development for a PC launch, with a potential Xbox One debut being considered as well. The team is currently aiming for a release of the game’s Vertical Slice — demonstrative of its base mechanics, a fraction of its character and level roster — by Q1 2017, with the intent of garnering crucial player feedback therefrom towards further development.

About Ummagumma Games

Ummagumma Games is a two-man development team populated and co-founded by Lead Designer/Programmer Scott Bowser and Lead Artist/Illustrator Andrew Restrepo Ganzales.

Abadon: Guardians Rise will be the duo’s fourth gaming release and first PC directed venture. Other releases include the Android titles of You Can’t Escape, Godsmash: Armageddon and the upcoming Soul Samurai.

Twitter | WebsiteInstagram | Facebook | YouTube

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn

Alfredo Sirica – Classical Video Game Orchestrations From Orvieto, Italy

Alfredo Sirica, Features, Press Releases

Higher Eclectic Ground proudly welcomes Alfredo Sirica to its roster of professional, freelance video game music talent; based within the Italian town of Orvieto, Sirica will now be seen offering his now three-year expertise in the composition & orchestration of high-quality, classical soundtracks towards the development of independent games via the Network.

Having broken into the freelance scene circa 2013, his work record so far is one that constitutes the soundtracks of short-films Wither,  Paint Your Life Away and The Bookkeeper, full-feature film Porches & Private Eyes, as well as the student game project of Project Hourglass and Cowcat Games’ point n’ click tale Demetrios: The Big Cynical Adventure.

This expertise comes rooted in the use of a blend of traditional instruments and high-end synthesizers, with the former often recorded live against a professional setting in the midst of hired talent.

Indeed, depending on a project’s scope and budget, Sirica goes so far as to include, hire and conduct an entire orchestra of professional performers for purposes of crafting an assigned soundtrack.

‘While my requested rates depend on the project, its genre, how much promotion a game is going to get, its potential and the available budget, I am very open to negotiation,’ he states.

‘The client is free to choose when to pay me for my services, as long as the agreement is set through a written contract. I am also open to sharing the final revenue, as long I see potential in the project.’

Naturally, his modus operandi thereafter provides ample room for creative discussion and period of brainstorming; once the base flavour of his client’s required musical style is established and agreed upon after an extended study of their game’s various media, work on the rest of the assigned roster of music continues on a per-track basis with the musician developing relevant handwritten/printed notations, recording them live or via high-end synthesizers, before shipping them to his employers in an orderly fashion.

This work ethic of Sirica’s stands influenced by a childhood immersed in music; having begun taking piano lessons at the tender age of nine, the Italian was quick to recognise his thirst for expanded creativity.

I felt restricted by having to play tracks that weren’t mine at the time, which I considered a process that was slowly destroying my creativity’, he recalls. ‘I felt the urge to play something new, something that sounded fresh and that would make my performances sound unique.’

Nevertheless a large part of this yearning would express itself in his stint as an actor — studying theatre for seven years, performing in plays with several diverse companies and even appearing on local television during the time — while subsequently functioning as an Italian/English translator on numerous online comics and Hammerfall Publishing’s strategy game, Warhammer 40K: Regicide.

Before long, his intense, two-year study of professional orchestration & composition under the wing of an experienced Russian professor had commenced in 2009, taking him all the way to Oberammergau, Germany.

‘The studies were always freelance,’ he adds. ‘I followed the same routine in Italy as well — I continued studying after returning and still am — caring more about preparation than certification.  I believe there is always something new you can learn, so I constantly try and reach out to people who are more experienced than me.’

Thereafter Sirica would find himself competing with various other freelancers over online job openings, leading several of the aforementioned film & game soundtracks to fruition. ‘Since then, I’ve been constantly contacted by artists who ask me to bring my music to their projects. I couldn’t be happier to have finally reached my dream job.’ This is of course besides performing at various concerts in Italy, introducing podcasts featuring popular Italian writers à la Corrado Augias and composing musical themes for the FAI (Fondo Ambiente Italiano, usually referred to in English as the Italian National Trust, created to nurture and protect Italy’s cultural heritage.)

‘I’m currently intensely working on Cartoonable, which has now changed its name to “Lampadino e Caramella”.’ he announces.

It’s an Italian TV cartoon that is the first of its kind, directed at autistic, deaf and blind kids, and which has been made possible through crowdfunding. It’s hence supposed to be carefully crafted both in terms of audio and visuals, and will release by Q1 2017′

This is be followed by Running Wild Film’s Bride of Violence, a horror flick that begins production in January, 2017 with Sirica working on its soundtrack soon after, along with the demo release of upcoming point n’ click adventure Happiless that has him tied to the project as its official soundtrack composer.

As is the custom here at Higher Eclectic Ground, much of his forthcoming, current and prior professional work will now be documented on Alfredo Sirica’s newly created Higher Eclectic Space

which besides serving as his online portfolio and the go-to resource for all professional information pertinent to his services henceforth — has already begun showcasing his work on what recently became his first feature film project, Porches & Private Eyes.

To collaborate with Alfredo Sirica on your own projects, simply leave him a comment here, at the aforementioned Space, or by leaving the team an e-mail using our contact form.

Tenebrae – Twilight of the Gods Concludes Prototype Phase With Crust, The Golem

Press Releases, Tenebrae

Troglobytes Games concludes the second year of its upcoming PC/Xbox One ARPG, Tenebrae — Twilight of the Gods’ development with the comprehensive, action-packed debut of Crust, the Golem.

First introduced during the final seconds of Tenebrae’s April 2016 Teaser, a Golem in Tenebrae’s world was hinted to be neither friend nor foe, reacting instead on the basis of player actions towards them. This key characteristic of theirs, Troglobytes had briefly stated at the time, could be exploited by players to benefit their advancement through the game; Golem Riding, the game’s latest video of progress finally lays bare the mechanics behind this concept.

Crusts are Golem-like creatures that will be encountered throughout the expanse of Tenebrae’s multi-chapter narrative. Usually found guarding important rooms/passages, they are tied to the concept of Tenebrae’s Natures — supernatural forces that constitute an integral part of its game-play, influence enemies, weapons, shields, skills, protagonists, and that players must either master or conquer.

‘A Crust will usually be bound to one of these “forces” and its attacks will reflect this along with its visual design,’ explains Lead Programmer Luciano Iurino. ‘It is usually harmless unless the player or an enemy takes action against it. Once it does lose its cool however, players would best run away since going against it head-on can be devastating.’

Rightfully, Golem Riding illustrates one such Crust lying relatively inactive until prodded by an overwhelmed player; the protagonist them jumps over the specimen, driving it against enemies and other populace. ‘A Crust’s only weak point lies at the base of its skull, ‘ continues Iurino. ‘So you have to jump over its shoulders, plant your sword there and take control of it.’

‘As it attempts to throw off the player, the Crust loses vital energy (depicted by the bar at the bottom of the screen). Every time it hits a wall or a big obstacle, its vital energy goes down further until it reaches the zero mark, disintegrates and dies.’ While this is only way of making use of the Golem, Iurino further alludes to features such as Crust Summons that the rest of the team are currently working on. More on that in due time.

For now, the implementation of the above rudimentary Golem mechanics along with the smarter AI, refactored combat, the next iteration of Tenebrae’s in-house dungeon generator Vania and various other game-play aspects from earlier this year mean that the ARPG is to soon move out of its current prototype phase.

‘Now that we have all the basic mechanics in place in the prototype, everything will continue to be improved.’ Iurino surmises. ‘It might be a while before we show something totally “new” in terms of game-play but graphically, our artists will be shifting focus towards better character design, animations, environments and more during the first quarter of 2017.’

The team also intends to make several release relevant announcement during the same time frame. ‘For now, we want to thank all our friends and supporters. It’s been a crazy year!‘ they write. ‘We’ve truly gathered precious feedback from players and developers alike.

Troglobytes Games will resume work on Tenebrae — Twilight of the Gods in the new year. Till then, make use of the intervening time to catch up with just how far the game has come over the past year by perusing its Higher Eclectic Space. Attached are renders and concepts pertinent to Crust.

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This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which Tenebrae: Twilight of The Gods and the Troglobytes team is currently affiliated.

One can learn more of Tenebrae’s progress at any instance of time, opt-in for E-mail updates/press-releases via the game’s Higher Eclectic Space. To get in touch with the team for any queries, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About Tenebrae: Twilight of The Gods

Tenebrae – Twilight of the Gods is a story-driven, fast-paced Action/Adventure RPG of the Metroidvania genre, paying homage to 80’s-90’s classics such as Ghost ‘n Goblins and Rastan Saga.

While deriving from the genre’s characteristic feature of encouraging exploration and character investment by consisting of large interconnected worlds to which access lays restricted by character ability, Tenebrae also promises to add fresh twists of its own. Currently in development for a PC and ID@Xbox release.

About Troglobytes Games

Troglobytes is a small independent video-game development studio based in sunny Southern Italy, founded by both veterans and young talents. Their mission is to create innovatively high-quality games on a variety of platforms using the latest in technology while focusing on storytelling and aesthetics.

Twitter | Website | Instagram | Facebook | IndieDB | YouTube | Steam | E-mail: info@troglobytes.com

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | E-mail: team@highereg.com

TinyWars Previews Visual Theme, Narrator & OST as Production of Official Demo Begins

Press Releases, TinyWars

Following a successful release of the upcoming tower defense game’s prototype earlier this month, developer Bizurk Software has officially announced & commenced development of the complete TinyWars experience en route to a predicted 2018 release.

Along with it comes news of TinyWars’ first official Demo; a vertical slice of the main game that will contain finished animations, enhanced controls, story/narrative cut-scenes and the implementation of its first four narrative chapters. The Demo has been given an estimated release period of Q3 2017, and will serve as an accurate representation of the full TinyWars experience, Lead Developer Andrew Taraba declares.

This will of course be in contrast to the game’s now available Prototype, an implementation of TinyWars’ tower defense engine that was released after a month-long closed-beta period with intent of having its various gameplay mechanics tested. The remnants of 2016 then are to involve incorporating all gathered user-feedback therefrom in the optimization of the game-play engine.

‘We aren’t looking to add anything new to the engine at this time in terms of technical features, just improving what we have already assembled as our “template” for the final game.’ states Taraba. The production of in-game assets meanwhile has been ongoing behind-the-scenes, with the team further providing a look at various aspects of the full game.

The first of these is a preview of TinyWars’ menu system; developed by the game’s primary background artist Chibionpu, the menu abides by a formative theme of TinyWars’ narrative.‘Imagine that somebody has been collecting hints and evidence for the existence of “tiny people”, compiling all this evidence into a scrapbook: This is the theme of TinyWars in terms of its visual design as well as how we plan to deliver the story.’ states Taraba.

Indeed, the TinyWars narrative will be delivered via both in-game cutscenes and journal entries; the latter shedding light on the Kingdom’s history and ongoing struggle from the perspective of an investigator collecting evidence pertinent to the existence of the Tiny civilization. Although the name and details pertinent to this investigator/narrator are being kept under wraps for now, the team debuts a look at her newly conceived design (attached).

This is immediately followed by a preview of TinyWars’ official soundtrack with the Edwin Toh composed theme song.

‘TinyWars is not all about cute anime girls fighting cute monsters.’ adds Taraba.‘ And so this musical theme speaks wholly of the loss, hardship and beauty the kingdom of Tiny will experience in its journey through the game’s narrative.’

As the developers proceed to translating the flavours established by the soundtrack and its menu system into a complete implementation, various snapshots of TinyWars’ ongoing visual interface design can be expected in the forthcoming months. This is to be followed by development of various story/cutscene pertinent elements, relevant game-play sequences and even a tutorial level.

Through all of this, both the Windows PC and Android versions of the Prototype will continue to be improved and updated. One may download the same at any time via the Downloads section of the game’s official development blog. Feedback is encouraged and may be conveyed to the developers directly via the game’s Facebook page.

Attached herewith is an all-new poster showing off the game’s Melee character, WIP menu implementation, concept art of the in-game journal, investigator/narrator and TinyWars’ soundtrack cover artwork.

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This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which TinyWars and the Bizurk Software team is currently affiliated.

One can follow up on the game’s progress thus far, learn of what’s been said about its game-play prototype and opt-in for E-mail updates via its Higher Eclectic Space. To get in touch with the team for any queries, schedule an interview or the like, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com

About TinyWars

Developed by Bizurk Software, TinyWars is an upcoming game of the Tower Defence genre for PC, Android & iOS devices.

A journey of growth — both of characters involved and players themselves — its narrative encompasses the kingdom of Tiny and its inhabitants, as they journey through a world of constant conflict and learn of things far greater than themselves.

Following the tale of one such inhabitant, a young girl named Mary, said narrative will illustrate her pursuit of justice from those that belittle her as she journeys to save her Kingdom for good.

Players will be tasked with strategic thinking, dynamic unit management and a plethora of boss fights across varying degrees of challenge. All the aspects of this Tower Defence element, although not ground breaking, will ingeniously parallel the aspects of the story and the concept of growing as an individual. A prototype of these mechanics is now available for download. 

Although not representational of the main game, the purpose of the prototype lies in providing fans, followers and tower defense enthusiasts with a snippet of the TinyWars game-play experience, while also assisting the development process with user-related feedback.

The months that ensued after the game’s bare-bones prototype were graphic & artwork intensive, with the team designing original assets, primary characters, animations and even recording a live orchestra for the main game in order to provide it with its own flair.

A large portion of 2016 meanwhile has been devoted to the development of TinyWars’ game-play prototype. Prior to its release, a closed beta test of the same transpired between the months of October-November, the same year, with all gathered user feedback being used towards the development of the main game.

Despite the prototype being devoid of any narrative elements and fleshed out visuals, the team is currently working towards releasing a more representational vertical slice of TinyWars’ primary experience by 2017. Comprising of a portion of TinyWars’ soundtrack and early concept art meanwhile, a pre-gameplay demo is now also available for download.

Twitter | Website |  Soundcloud | Facebook | Wiki | YouTube | PR Contact – Andrew Taraba – tinywarsgame@gmail.com

About Bizurk Software

A privately owned subsidiary of Taracore Enterprises LLC, Bizurk functions primarily as a service provider for clients ranging from Hyundai Motors’ Official Website to popular video games like Yandere Simulator.

TinyWars is its first independent venture into the gaming industry. While CEO Andrew Taraba himself has extensive experience in the world of website & app development, the team itself comprises of both experienced artists, musicians and programmers along with novices alike.

Website

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | Team E-mail: team@highereg.com