March 30th, 2015

An updated collection of concept art for Trudy's Mechanicals. The magistrate council chamber's monitor…

March 20th, 2015

Here's another slew of Steampunk concepts for Trudy's Mechanicals…

January 8th, 2015

We're back from our break with new concept art…

December 17th, 2014

A few months back we decided to do a proof of concept for Trudy, which included mocking up a few scenes and creating a small tech-demo.

The purpose of the tech-demo was to gauge some of the technical difficulties we'd encounter, settle on a few design issues, and use as potential pitch-material for grants.

Some of the key points we…

December 10th, 2014

Here is our first sneak peek at the artwork behind Trudy's Mechanicals. Ornate props for the lush Aerie where…

December 2nd, 2014

Although a game's branding rarely has much to do with its gameplay, it's still a very important forward-facing aspect to consider.

For Feeding Time's logo, we decided to create numerous designs and get some feedback before committing to a single concept. Our early mockups featured both a clock and…

While some movement was best handled programmatically, Feeding Time's extensive animal cast and layered environments still left plenty of room for hand-crafted animation.  The animals in particular required experimentation to find an approach that could retain the hand-painted texturing of the illustrations while also harkening to hand-drawn animation.

An early pass involved creating actual sketched frames, then slicing the illustration…

Feeding Time's interface was one of many components of the game that went through continuous iteration along its development. The overall theme revolved around traveling the world and delivering food to hungry animals, but the style it was presented in changed several times over.

Through this article we will…

With the look of Feeding Time's animals nailed down, it was time to move on to the backgrounds. For our initial backdrop, we went with a living room as it nicely tied together all the typical household pets.

It also let us use a carpet to cleanly delineate the numerous gameboard components…