Trudy and her Mechanicals. 


Posted by Radek on August 16th, 2010.

Categories: concepts, design, trudy's mechanicals.

The setting for Trudy’s Mechanicals borrows heavily from various Steampunk tropes, but focuses on two aspects that are not widely used in the genre: the effects of “Steampunk-tech” pollution, and mechanization as a punishment rather than an empowerment.

The first point was born of pragmatism. When we were initially kicking around ideas for a new project, we wanted to limit its scope to make sure we could actually execute on it. The preference was to set the game in a single city, preferably a floating one to clearly define its borders while creating a cool aesthetic. Since I’ve always loved world-creation, I quickly butted-in and ran with the concept.

Steampunk seemed like a natural fit as its works are filled with giant, floating airships, but I wanted a concrete reason as to why our dirigible was stuck in the skies. The answer came fairly naturally: the plethora of side-effects that come with coal-burning technology.

eartly trudy Trudy and her Mechanicals.

Early variations on our ramshackle floating city, Trudy.

Lots of early steam-powered inventions were fueled by coal, so I imagined a world where the practice became common place for the entire populace. Not only did electricity come from coal-burning power plants, but every horseless carriage and household servebot relied on coal as well. Over time, the practice led to a critical mass of pollution, and any attempts to reverse the process only make it worse. The few who were quick enough to spot the irrevocable hazards of the acrid fog and rain embarked on a skybound exodus, settling on a immense airship nicknamed Trudy.

As we settled on the Steampunk setting, our thoughts were filled with images of flintlock rifles and chimnied mechs. This was where our second point of focus materialized.

I had a bit of an aversion to typical empowerment associated with any type of “mech fiction,” including Steampunk. I mulled over how we could change this formula without sacrificing the iconic imagery, and one fateful night I hit on a suitable solution.

mechanic sketches Trudy and her Mechanicals.

Concept sketches for the Mechanic unit. The caterpillar-tracks were a prevalent feature in all his designs.

I was leaving work rather late, and seeing a streetcar pulling into its stop, I made a mad dash for it. As I ran up to its doors, the driver looked at me and closed them. He definitely saw me, but slowly pulled away from the platform as I was ready to get on. There was no reason not to let me board, and missing the streetcar meant I’d have to wait another 30 minutes or so before the next one came (hopefully before the subways stopped running).

As I seethed in my rage, I fancied that the perfect punishment for the driver’s smug power-trip would be to make him perform this menial job for the rest of his life. I pictured him fused to his chair, forever pulling the rusty vehicle while envying its passengers that could get off at any time.

And so the Mechanicals were born; industrial workers sutured with heavy machinery rather than soldiers or adventurers so prevalent in the genre.

mechanic final Trudy and her Mechanicals.

The finalized version of the Mechanic.

These Steampunk cyborgs are still physically imposing, but their abilities can be neutralized by the armaments of “normal” law enforcers. What’s worse, they represent the proletariat, the poor working-class, and are stigmatized for their decision to sell and mutilate their own bodies. The Mechanicals are indigent and kept segregated in their own underground district, but their plight is also a large driving force behind the game’s storyline.

I guess if that streetcar driver ever got assimilated by his vehicle, I’d have some sympathy for him after all.

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Trudy concept dump #1. 


Posted by Radek on July 31st, 2010.

Categories: concepts, trudy's mechanicals.

Here are some more of ReJean’s awesome concepts!

valerjan01 Trudy concept dump #1.

The first piece of concept art created for Trudy's Mechanicals: three versions of the main character, Valerjan.

valerjan05 Trudy concept dump #1.

The finalized Valerjan.

Props01 Trudy concept dump #1.

Some early sketches of the sewer-based Underworld district.

miner05 Trudy concept dump #1.

A few different versions of the Miner's head, along with an up-close view of his drill.

warrens01 Trudy concept dump #1.

Environment art for the cramped and rickety Warrens district.

doorsafebarrel Trudy concept dump #1.

A couple of different takes on a vault-style door, a chest and an explosive barrel.

corsairleg01 Trudy concept dump #1.

Three different versions of the Corsair's lower body...

corsair02  Trudy concept dump #1.

...and the finished Corsair himself, complete with a mechanized saw-sword stored in one of this legs.

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Trudy’s Mechanicals. 


Posted by Radek on July 21st, 2010.

Categories: announcements, concepts, trudy's mechanicals.

We’ve kept it under wraps for a few weeks, but it’s now time to finally announce Trudy’s Mechanicals, our steampunk-themed tactics game in development for the iPad!

cast Trudys Mechanicals.

The main cast of Trudy's Mechanicals.

So how did the project come to be? Well, here’s a short list of the points that led us to it:

  • With the recently released iPad, we saw a chance to tackle a new platform with its own unique set of features. Many iPad games we checked out were simple, upscaled ports that didn’t really take advantage of the hardware, and we thought it’d be a good area to explore.
  • As fans of tactics games, we were interested in creating a title that maintained core genre traditions while streamlining the interface and throwing in a few new ideas.
  • The concept of “Steampunk” itself is filled with very rich and powerful visuals, and we wanted to pursue its darker, grittier side. Tatsuyuki Tanaka was a major influence, and ReJean Dubois has done a great job of working with that style while bringing his own flavour to the designs.
  • After doing a ton of research, we were eager to experiment with a new (for us, anyway) business model and do some self-marketing. Only time will tell how it’ll all work out, but we’ll be sure to document the results here on our site.
  • Actually creating the game would mean developing tools and expertise vital to Tribes of Mexica and our future work-for-hire projects.
  • And, most importantly, we just thought Trudy’s Mechanicals would be fun and rewarding to make!
TheUnderworld Trudys Mechanicals.

Concept art for "The Underworld," Trudy's densely populated sewage system.

In the upcoming weeks, I’ll be posting more info on the art and design of the game, while Dave and Tristan will be pitching in with articles on the technical side of things.

Stay tuned!

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