3/17/2023 0 Comments I am fish gamePiranha - wild, chaotic, loud, unpredictable, and loves to bite - obviously. Meet our heroes! Goldfish - cheerful, brave, and adventurous, a natural born swimmer! Pufferfish – a little slow but kind-hearted who can also puff up into a ball and roll across land. Over the course of the game you join them as they swim, fly, roll and chomp their way to the open ocean from the far-flung corners of Barnardshire (the smallest county in England) in their bid for freedom and to re-unite once again. But we understand the business of games not just the design side of it, so we embraced this aspect of our partnership as much as our creative role.I Am Fish is a charming, physics-based adventure starring four intrepid fish friends, forcibly separated from their home in a pet shop fish tank. This was especially important because we were on a tight timeline and the budget was set. Ensuring every request was accounted for, progressing at the right pace and delivered on time – and to our high-standard – meant meticulous project management. In many ways, the scale of the project meant our challenge was logistical. For example, we designed a handful of house plant props that could be adjusted in small ways to allow level designers to make distinctive environments without the client paying for dozens of nearly-identical assets. We were also asked to find efficiencies that would rationalise the production process. They needed us to break down the concepts and create the elements in the artwork. The client could hand down whatever requests they wanted to whenever they wanted to, knowing we’d catch every single one and prioritise it correctly when we fed it into the workflow of their dedicated team.īossa had a clear idea of the levels they wanted to make, with detailed concept sketches of what they looked like. Of course, we then delivered on our promise. This attitude inspired their confidence and earned us the go-ahead. We were able to point to the wide range of work we’d delivered for an incredibly diverse roster of international studios as a way of illustrating the reliability of our team and our professionalism. Ultimately, this was the reason Bossa Studios opted to work with us. Fortunately, the team at Bossa was upfront about their concerns, so we established regular communication through Slack, email, and calls to reassure them and keep things moving forward. We knew from previous experience how quick to worry clients can be when they aren’t used to working with an external partner. It was the first time Bossa had worked with an external partner at this scale. We work closely with all of our clients, but this was a next-level collaboration – and we loved it. Our producer even attended their daily standups to provide status updates, overview the other disciplines, and stay on top of dependencies downstream. Collectively, they functioned as an extension of Bossa’s team. Hundreds of assets were generated for this project by five of our team based in Serbia, plus a UK-based tech artist and producer. Later, we created background characters and even one of the playable fish. We helped bring the game experience to life by creating the environments and props their team used to build out the levels. In it, you play a fish rolling around the world in a little bowl getting up to all sorts of mayhem. Bossa Studio invited us to collaborate on their ridiculously fun game, I Am Fish.
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