February 19th, 2015

There are a lot of things to consider with movement in a 3D game, even a grid-based one like Trudy's Mechanicals. Some of these issues we tackled ahead of time, while others required playtesting and iteration.

Below are some notable points from our early prototyping using the 'Bauk' unit type. We aimed to…

January 2nd, 2015

When designing Trudy's main terrain editor, we took inspiration from Valve's awesome Puzzle Creator embedded into Portal 2. While the Puzzle Creator is not a standalone tool -- it's heavily coupled with the game and run from within it -- its interface is much more streamlined and intuitive than typical 3D…

December 2nd, 2014
November 25th, 2013

Feeding Time is our studio's upcoming iOS puzzle game that tasks the player with matching adorable animals with their favourite types of food.

The game is aimed specifically at touch-screen devices and filled with as much charm and whimsy as we could stuff into it. It's also slated for an…

July 2nd, 2010

My final batch of research for Tribes of Mexica was online based, although unlike my original approach, this one revolved more around online resources instead of standalone websites.

First up were documentaries and educational TV shows, both of which were…

February 4th, 2010

In my previous post, I gave an overview of the online research I had done for Tribes of Mexica. While it was fruitful, it wasn't quite enough for two main reasons: Online research is hard to verify, and doesn't often go through the same level of scrutinizing and fact checking as a typical book.

The internet is filled with a…

December 27th, 2009

I previously mentioned doing some research for Tribes of Mexica, but that was a relatively small endeavour. Once we settled on the setting, I did a whole lot more legwork to educate myself.

Of course ToM isn't meant to be a historical simulator, so why all the effort? Well, three main reasons: …

November 26th, 2009

Since I've been asked a few times about the name "Tribes of Mexica," I figured I'd write a short post about its origins. When I was first prototyping the game's radial approach to colour-matching, I knew I wanted to make it combat-heavy.

Something along the lines…