<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:media="http://search.yahoo.com/mrss/"><channel><title><![CDATA[Beast Game Studios]]></title><description><![CDATA[We love games. We're obsessed.]]></description><link>http://beastgamestudios.com/</link><generator>Ghost 0.7</generator><lastBuildDate>Fri, 03 Aug 2018 20:09:19 GMT</lastBuildDate><atom:link href="http://beastgamestudios.com/rss/" rel="self" type="application/rss+xml"/><ttl>60</ttl><item><title><![CDATA[Nate, Ademia and Mylo]]></title><description><![CDATA[<p>The three main protagonists of the game. Currently working on Nate's character. He's young and pampered and confident bordering arrogant. He enjoys Mylo's company since he's relatively educated compared to the village kids. <br>
<img src="http://beastgamestudios.com/content/images/2018/08/Screen-Shot-2018-07-30-at-22-13-50-2.png" alt="Left to right is Nate, Ademia and Mylo"></p>]]></description><link>http://beastgamestudios.com/nate-ademia-and-mylo/</link><guid isPermaLink="false">7f7083e5-3b3d-42e3-8b3f-333ff8b17b9f</guid><category><![CDATA[characters]]></category><category><![CDATA[character]]></category><category><![CDATA[ademia]]></category><category><![CDATA[nate]]></category><category><![CDATA[mylo]]></category><category><![CDATA[art]]></category><category><![CDATA[official]]></category><dc:creator><![CDATA[Christopher Claudet]]></dc:creator><pubDate>Fri, 03 Aug 2018 16:39:34 GMT</pubDate><media:content url="http://beastgamestudios.com/content/images/2018/08/Screen-Shot-2018-04-02-at-17-44-45-1.png" medium="image"/><content:encoded><![CDATA[<img src="http://beastgamestudios.com/content/images/2018/08/Screen-Shot-2018-04-02-at-17-44-45-1.png" alt="Nate, Ademia and Mylo"><p>The three main protagonists of the game. Currently working on Nate's character. He's young and pampered and confident bordering arrogant. He enjoys Mylo's company since he's relatively educated compared to the village kids. <br>
<img src="http://beastgamestudios.com/content/images/2018/08/Screen-Shot-2018-07-30-at-22-13-50-2.png" alt="Nate, Ademia and Mylo"></p>]]></content:encoded></item><item><title><![CDATA[The Alchemist]]></title><description><![CDATA[<p>The alchemist is Mylo's guardian and she's pretty badass. The images below are draft sketches of the alchemist's design. She looks a bit too young now, but I want to keep the chibi art style, especially in the sprites. <br>
<img src="http://beastgamestudios.com/content/images/2017/07/Screen-Shot-2017-07-04-at-08-35-18.png" alt="">
<img src="http://beastgamestudios.com/content/images/2017/07/IMG_20170703_224302.jpg" alt="">
<img src="http://beastgamestudios.com/content/images/2017/07/IMG_20170704_075243_200.jpg" alt="">
<img src="http://beastgamestudios.com/content/images/2017/07/IMG_20170701_101038.jpg" alt=""></p>]]></description><link>http://beastgamestudios.com/the-alchemist/</link><guid isPermaLink="false">4f8aaeb5-2da0-4e1a-8a3f-7bb6bcd501e2</guid><dc:creator><![CDATA[Christopher Claudet]]></dc:creator><pubDate>Tue, 04 Jul 2017 12:49:24 GMT</pubDate><content:encoded><![CDATA[<p>The alchemist is Mylo's guardian and she's pretty badass. The images below are draft sketches of the alchemist's design. She looks a bit too young now, but I want to keep the chibi art style, especially in the sprites. <br>
<img src="http://beastgamestudios.com/content/images/2017/07/Screen-Shot-2017-07-04-at-08-35-18.png" alt="">
<img src="http://beastgamestudios.com/content/images/2017/07/IMG_20170703_224302.jpg" alt="">
<img src="http://beastgamestudios.com/content/images/2017/07/IMG_20170704_075243_200.jpg" alt="">
<img src="http://beastgamestudios.com/content/images/2017/07/IMG_20170701_101038.jpg" alt=""></p>]]></content:encoded></item><item><title><![CDATA[Through The Darkness - Mylo Sketches]]></title><description><![CDATA[<p><img src="http://beastgamestudios.com/content/images/2017/06/Mylo-Sketches.jpg" alt="">
Name Idea for the supposedly genderless MC in TTD, Mylo. Subject to Change. Looks a bit like Undertale with that hair.</p>]]></description><link>http://beastgamestudios.com/through-the-darkness-mylo-sketches/</link><guid isPermaLink="false">efc23472-8fb5-4b8d-a0fe-2025f2922210</guid><dc:creator><![CDATA[Christopher Claudet]]></dc:creator><pubDate>Wed, 21 Jun 2017 15:56:33 GMT</pubDate><content:encoded><![CDATA[<p><img src="http://beastgamestudios.com/content/images/2017/06/Mylo-Sketches.jpg" alt="">
Name Idea for the supposedly genderless MC in TTD, Mylo. Subject to Change. Looks a bit like Undertale with that hair.</p>]]></content:encoded></item><item><title><![CDATA[Showcasing at Talk and Play]]></title><description><![CDATA[<p>Last Tuesday Catherine and I attended <a href="http://berlingamescene.com/event/talk-and-play-25/">Berlin Talk and Play #25</a> and exhibited our Nordic Game Jam game - <a href="https://beastgamestudios.itch.io/possessed">To the Dark Realm</a>!</p>

<p>Berlin Talk and Play is a free event organised by Berlin Games Scene that happens every 2 months at Game Science Center Berlin 2.0. It starts</p>]]></description><link>http://beastgamestudios.com/showcasing-at-talk-and-play/</link><guid isPermaLink="false">93df75f6-15e1-43a2-943b-738fefb1ff9f</guid><dc:creator><![CDATA[Emily Claudet]]></dc:creator><pubDate>Fri, 26 May 2017 18:40:38 GMT</pubDate><media:content url="http://beastgamestudios.com/content/images/2017/05/TalkandPlayDisplay4.jpg" medium="image"/><content:encoded><![CDATA[<img src="http://beastgamestudios.com/content/images/2017/05/TalkandPlayDisplay4.jpg" alt="Showcasing at Talk and Play"><p>Last Tuesday Catherine and I attended <a href="http://berlingamescene.com/event/talk-and-play-25/">Berlin Talk and Play #25</a> and exhibited our Nordic Game Jam game - <a href="https://beastgamestudios.itch.io/possessed">To the Dark Realm</a>!</p>

<p>Berlin Talk and Play is a free event organised by Berlin Games Scene that happens every 2 months at Game Science Center Berlin 2.0. It starts out with some gaming themed talks, then follows with announcements (usually jobs and events), and then the floor turns into an exhibit of games that have been submitted to be displayed.</p>

<p>Naturally, Catherine and I took the chance to showcase "To the Dark Realm" this Talk and Play. We knew it would be a great opportunity to get feedback through play testing. The crowd at the Talk and Play event is full of game enthusiasts that really know how to give constructive advice, which is super valuable.</p>

<p><strong>What we observed:</strong></p>

<p>1) Players, in general, do not read dialogue thoroughly. Anything in the game that required a player to read a bit of dialogue (eg: controls to exit the Dark Realm) were usually missed.</p>

<p>2) A lot of players tried to use the same button for attacking to pick up an item. </p>

<p>3) The UI for the timer telling you to leave the Dark Realm did not come across clearly.</p>

<p>4) There needs to be more feedback when the player is getting hurt. At the moment the hearts just disappear as the player loses a life and they do not notice.</p>

<p>5) There are inconsistencies in our scenes around how objects get possessed by the ghosts. Some scenes require the player to throw an object, while others let the ghosts go straight into the object. We should make everything consistent to make the world more believable.</p>

<p>6) The Dark Realm does not have a timer when dialogue is going on, but it does as soon as dialogue stops. This is another inconsistency to the player danger in the Dark Realm that should be addressed.</p>

<p>7) It's frustrating for players to drop items when they enter the Dark Realm. This does not add anything - it just means players have to keep picking up the object over and over if they miss.</p>

<p>8) It's not obvious to jump back and forth between the Dark Realm and real world as frequently as one needs to in order to hit the enemies.</p>

<p>What I've listed are mostly the things we need to improve on, so it might come across as a bit negative. However people did have nice comments too! Christopher's artwork went down well - the cover art on the presentation definitely helped to get attention! We also received positive reactions to the core gameplay concept. Although it did take people a bit of time to get used to the "Dark Realm" and "Real World" idea, once they did they really liked it! This is great, as the core concept is the one thing that's difficult to change without feeling like you are completely scrapping a whole idea.</p>

<p>The next steps for us will be to figure out how to solve these issues and document our next steps on one of Github/Slack/Trello. We will then make sure the highest priority features are put into the next iteration. Currently we think that addressing the on boarding of the game will help to solve the weakest areas. Further down the line, we're also keen to improve the overall feel of the game by rethinking some of the level design and UI design. </p>

<p>We were invited to present the game at an event happening on 10 June called <a href="http://berlingamescene.com/event/femisphere/">Femisphere</a>. The organiser happened to come round to our stall at Talk and Play which was fantastic. We're honored to have the change to display our game there and will use the deadline as our own to ensure we get the next iteration done!</p>

<p>Will keep writing updates as the game development progresses.</p>]]></content:encoded></item><item><title><![CDATA[The Nordic Game Jam]]></title><description><![CDATA[<p>Last weekend was perhaps one of the best I’ve ever had. Emily, Christopher and I went to the Nordic Game Jam, the world’s biggest jam, and made a game together.</p>

<p>The event was absolutely incredible in terms of scale. There were over 700 people there making a total</p>]]></description><link>http://beastgamestudios.com/the-nordic-game-jam/</link><guid isPermaLink="false">bfc1618b-0f66-4126-b07a-006b67b72d64</guid><dc:creator><![CDATA[Catherine Claudet]]></dc:creator><pubDate>Tue, 25 Apr 2017 14:47:24 GMT</pubDate><media:content url="http://beastgamestudios.com/content/images/2017/04/Cover-Photo-v3.jpg" medium="image"/><content:encoded><![CDATA[<img src="http://beastgamestudios.com/content/images/2017/04/Cover-Photo-v3.jpg" alt="The Nordic Game Jam"><p>Last weekend was perhaps one of the best I’ve ever had. Emily, Christopher and I went to the Nordic Game Jam, the world’s biggest jam, and made a game together.</p>

<p>The event was absolutely incredible in terms of scale. There were over 700 people there making a total of 146 teams. Most teams were actually fairly large, the average being 4-5 people, and so our team of 3 felt very small. But of course it didn’t hold us back!</p>

<p>The theme of the jam was literally “not there”. With such a vague theme thinking of ideas was quite unsettling at first, but we managed by just discussing what the theme reminded us of. Our initial ideas felt pretty standard - perhaps a game about a child whose parents were never there for him? What about a game where the main character is invisible? But when we changed our interpretation of it to “don’t go there” instead of “not there”, things got more interesting.</p>

<p>We decided to make a game about a boy who wants to go to an alternate dimension called the “Dark Realm”, where ghosts and other being reside. He knows he’s not really supposed to, and he knows it might be dangerous, but he’s so curious and fascinated by magic and ghosts he can’t help himself. Finally he obtains the power to switch to the dark realm dimension! But he cannot stay there for long, as the dark realm slowly sucks one’s life away if you allow it. <br>
<img src="http://beastgamestudios.com/content/images/2017/04/M8Uw4i.png" alt="The Nordic Game Jam">
<em>Credit to Christopher for the amazing artwork!</em></p>

<p>However, he made a terrible mistake. On entering the dark realm for the first time he triggered an opening to it in his house which all his family ended falling into. The player must now go to every room in his house and defeat all the ghosts in order to bring his family back. As the ghosts are other worldly creatures, the player cannot touch them in the dark world, and so the only way to defeat ghosts is by having them possess a real world object and destroying that. But although he is able to see the ghosts when in the dark realm, he is unable to interact with objects in the real world. And so the core game mechanic revolves around the player searching for the ghosts in the dark realm and actually defeating them in the real world by throwing objects at them and forcing them to possess something. <br>
<img src="http://beastgamestudios.com/content/images/2017/04/Screen-Shot-2017-04-25-at-4-39-12-PM.png" alt="The Nordic Game Jam">
<em>The dark realm. The player must defeat the ghost to save his brother!</em>
<img src="http://beastgamestudios.com/content/images/2017/04/Screen-Shot-2017-04-25-at-4-39-47-PM.png" alt="The Nordic Game Jam">
<em>The player can lift objects in the real world.</em>
<img src="http://beastgamestudios.com/content/images/2017/04/Screen-Shot-2017-04-25-at-4-41-45-PM.png" alt="The Nordic Game Jam">
<em>A possessed object which the player can finally defeat.</em></p>

<p>The initial idea was based on the game mechanic of having an alternate dimension the player can enter by pressing a button. We wanted to make it so that the player had to switch frequently between the dimensions, so we knew both the dark realm and the real world needed to be useful to the player in some way. As the dark realm is meant to be a horrific place you’re not meant to go to, we thought it would be appropriate if you could only see your enemies there and not in the real world. However, as the dark realm is an alternate reality, you can’t interact with anything in the real world when you’re in it, nor can you attack things like you normally can. This makes for a fun mechanic because you require both dimensions to achieve your objectives.</p>

<p>We would love to continue working on this game as it has so much potential. The game currently has only two different types of ghosts, and there could be so much more. We really want to flesh out the possession mechanic by adding in different kinds of objects the ghosts can be possessed by to create different enemies. We want to add more creative ways of making the ghosts possess objects, like adding several stages to the possession process or allowing the player to roll an object instead of throwing it. The dark realm could also be made more interesting by giving the player more than just the ghost locations, perhaps it could also give them hints about how to possess the ghost or what a possessed object’s weak point is.</p>

<p>There is a lot to do for it and we’re really excited! Hoping to post more about its development as we continue to work on it!</p>]]></content:encoded></item><item><title><![CDATA[Possessed - Splash Art]]></title><description><![CDATA[<p><img src="http://beastgamestudios.com/content/images/2017/04/Cover-Photo.jpg" alt="">
The title screen for our 48-hour game made at the Nordic Game Jam!</p>]]></description><link>http://beastgamestudios.com/possessed-splash-art/</link><guid isPermaLink="false">90b3ed99-4de2-46cc-a2a3-2196f832709a</guid><dc:creator><![CDATA[Christopher Claudet]]></dc:creator><pubDate>Mon, 24 Apr 2017 12:01:49 GMT</pubDate><content:encoded><![CDATA[<p><img src="http://beastgamestudios.com/content/images/2017/04/Cover-Photo.jpg" alt="">
The title screen for our 48-hour game made at the Nordic Game Jam!</p>]]></content:encoded></item><item><title><![CDATA[We're attending the Nordic Game Jam]]></title><description><![CDATA[<p>This coming weekend 3 of us are going to the <a href="https://nordicgamejam.org/">Nordic Game Jam</a> in Copenhagen, Denmark. It goes from Friday 21 April till Sunday 23 April 2017 - just under 48 hours. It's the world's biggest jam and has 700 attendees. It will be the first Game Jam that Catherine,</p>]]></description><link>http://beastgamestudios.com/were-attending-the-nordic-game-jam/</link><guid isPermaLink="false">aba733b2-c8ca-4b87-a731-06e94362cddc</guid><dc:creator><![CDATA[Emily Claudet]]></dc:creator><pubDate>Sun, 16 Apr 2017 08:46:13 GMT</pubDate><content:encoded><![CDATA[<p>This coming weekend 3 of us are going to the <a href="https://nordicgamejam.org/">Nordic Game Jam</a> in Copenhagen, Denmark. It goes from Friday 21 April till Sunday 23 April 2017 - just under 48 hours. It's the world's biggest jam and has 700 attendees. It will be the first Game Jam that Catherine, Christopher and I will enter together as a team.</p>

<p>It's a very special moment for us. After years of playing games and drawing things together, we will spend a weekend abroad to try and make something ourselves!</p>

<p>I feel that in many ways all the game gams and events Catherine and I have been attending in meantime have been leading up as prep for this one. It will be Christopher's first jam - but we're confident he'll be fine.</p>

<h6 id="thingsimtakingsoidontforget">Things I'm taking (so I don't forget)</h6>

<ul>
<li>15" Macbook Pro and charger</li>
<li>Latest Unity installed</li>
<li>Photoshop installed</li>
<li>Affinity Design installed</li>
<li>Apple Mouse</li>
<li>Mouse Mat</li>
<li>Ipad Pro</li>
<li>Wacom Tablet</li>
<li>PS4 Controller</li>
</ul>

<p>We're set on doing something 2D, as we're more experienced there. My hunch is that it will be easier to do something more gameplay focused than heavy on narration as that is easier to prototype. But let's see! I'm really looking forward to seeing what we come up with.</p>

<p>We'll post again about the game after the jam!</p>]]></content:encoded></item><item><title><![CDATA[Bugbury 1.1]]></title><description><![CDATA[<p>I released Bugbury on the Google play store on March 1st, about a month and a half ago. Since then I have been testing it with people, showcasing it at events (most notably the Berlin Talk&amp;Play!) and gathering as much feedback as possible to try and improve it.</p>]]></description><link>http://beastgamestudios.com/bugbury-1-1/</link><guid isPermaLink="false">1616f7ca-69a6-48df-8a62-cf62d2f95c80</guid><dc:creator><![CDATA[Catherine Claudet]]></dc:creator><pubDate>Mon, 10 Apr 2017 07:59:26 GMT</pubDate><content:encoded><![CDATA[<p>I released Bugbury on the Google play store on March 1st, about a month and a half ago. Since then I have been testing it with people, showcasing it at events (most notably the Berlin Talk&amp;Play!) and gathering as much feedback as possible to try and improve it. I believe that to provide as great a gaming experience as possible a developer should iterate on their product as many times as necessary to make it an experience players want to have. And so I recently pushed an update with more features, polish and other changes.</p>

<p>The general consensus was that the game was too difficult and punishing on players right from the get go. Even level 1, despite it being fairly slow paced and easy to survive through, was very hard to get 3 stars in. I was told time and time again that it was disproportionately difficult; that the 3rd star was unreasonably hard to get compared to the first and second. It is true: to get the 3rd star one had to get a near perfect run, no misses and all far shots. The reason it was designed like this was to prevent players from getting 3 stars without getting far shots - in other words to stop players from waiting until the bugs reach the bottom of the screen to shoot at them. Of course this makes the game very boring! The player must be motivated to get far shots to make the game interesting. And so I made it so that the player had to get far shots on top of a high streak number, making it very difficult. I managed to fix this problem by giving the player more points for getting a far shot, so that it was easier to get 3 stars and the player would still need to get far shots to do it.</p>

<p>Another significant change I made was adding a shot predictor, or “pointer”, which shows the player where their shot would go before they’ve actually shot anything.</p>

<p><img src="http://beastgamestudios.com/content/images/2017/04/pointerScreenShot.png" alt=""></p>

<p>This made it much easier for the player to aim and shoot successfully. Of course, I believed it made it too easy, removing the joy of figuring it out yourself. I decided to compromise by making the pointer shorten over time. In the later levels, as the number of total bugs increases, the player must spend more time without the pointer. I like this system as it shows the player how to play; it teaches them how to aim to start with but leaves them to do it on their own after they have had time to learn. I now understand it’s important to ease the player into your game: make it easy to start with and teach them how to play it, and once they’ve learned, give them challenges to apply that knowledge.</p>

<p>Finally, I decided to add a survival mode. This was a very interesting exercise. Here I changed it so that the bugs would never stop coming until the player dies. It was difficult for me to decide how to increment the difficulty without making it boring or impossible to play: on one hand, I didn’t want to increase the speed of the bugs until it was impossible for the player to kill them in time, but I also didn’t want to keep them at the same speed because it would just get boring. I had to test the game with a bot to see what the “maximum possible play speed” was, in other words what the highest speed of the bugs could be for the player to still have enough time to kill them. It was in fact much higher than I had anticipated! This made it much more interesting as, at the top caterpillar speed, if the player even made one mistake they would probably lose a life.</p>

<p>Overall I am happy with the changes and hope that it has improved the experience. The next step is to add more levels to the game: I would like to increment the difficulty more slowly, and to do that more levels is certainly necessary. I’m glad the people around me encouraged me to continue developing this game rather than go on to make a new one, as it is more valuable to be able to maintain one large piece of software than simply create a bunch of small, messy ones.</p>]]></content:encoded></item><item><title><![CDATA[Rocket Gaming Hackathon 2017]]></title><description><![CDATA[<p>This weekend I went to a <a href="https://rocket-internet-berlin.github.io/Hackathon2017/#">Gaming Hackathon</a> hosted by Rocket Internet. The venue was Rocket Tower, a cool building near Checkpoint Charlie. I went with 3 developers from HelloFresh. In under 48 hours, we made a game.</p>

<p>The hackathon started on Friday evening. We did not come prepared with</p>]]></description><link>http://beastgamestudios.com/rocket-gaming-hackathon-2017/</link><guid isPermaLink="false">f2af1440-4078-4edb-a266-9c708e534669</guid><dc:creator><![CDATA[Emily Claudet]]></dc:creator><pubDate>Sun, 02 Apr 2017 20:40:55 GMT</pubDate><content:encoded><![CDATA[<p>This weekend I went to a <a href="https://rocket-internet-berlin.github.io/Hackathon2017/#">Gaming Hackathon</a> hosted by Rocket Internet. The venue was Rocket Tower, a cool building near Checkpoint Charlie. I went with 3 developers from HelloFresh. In under 48 hours, we made a game.</p>

<p>The hackathon started on Friday evening. We did not come prepared with an idea beforehand - just a few technical constraints. Unity and 2D. We mainly just wanted to make something fun.</p>

<p>After having some pizza at dinner, we settled on the idea of a game that would be set in a warehouse where the player had to pack boxes of food with the correct ingredients and load them in a truck. After all, we all worked at HelloFresh and built supply chain management software. We also agreed that making it multiplayer (local co op) would make it a more engaging experience. </p>

<p>1 hour later and we had some rough sketches, a github repo and github projects set up for the project. We got straight to work! Two developers, Nenad and Tomaz paired up and began coding the core logic of the game: player movement and picking items up and down. Kieran and I put together an asset list and started making some cute pixel art. <br>
<img src="http://beastgamestudios.com/content/images/2017/04/GroupAtHackathon.jpg" alt="alt"></p>

<p>Time flew by and we decided it was best to get some rest on the Friday night. We left around 2AM feeling quite happy with how much we got done - we had the basic control mechanics,  a character spritesheet, 10 fruit assets and an animated conveyor belt. It was clearly the beginning of a game - although there was still tons to do.</p>

<p>On Saturday we knew we had to get the majority of the work done. Frankly what exactly happened when is a bit of a blur - but we definitely did a lot! First I focused on creating the assets for the boxes in different states - open, closed and carried. Then throughout the afternoon I worked on spritesheets for players 2, 3 and 4. Making a multiplayer game definitely needed characters that could be easily distinguished. Kieran worked on the warehouse parts - the truck, table and a few more objects for the conveyor belt. The dev team worked on getting animations of the characters working with the controller input, as well as the recipe behaviour in the boxes.</p>

<p>We fell a bit into the trap of all working in the same scene in Unity and getting some merge conflicts, but otherwise it was a breeze working together. By late in the night we were able to play test the game with 4 players loading different ingredients into the boxes, the box closing after 4 being entered, and then loading that box into the truck. All very entertaining. </p>

<p>The key things that were missing was the end game logic and a more complex game mechanic. We had the basic put food in the box part - but it needed to have more feedback based on if you put the right ingredients in. It would be important to have some kind of scoring system so that the players knew how many good vs bad boxes they packed.</p>

<p>It also needed more kinds of action to avoid the game feeling too repetitive too quickly. To do this we settled on a 'random events' mechanic. This was where an event could happen, triggering some kind of effect on the players. For example, a 'Rocket Internet funding' event could add extra time to the timer or a 'phone call' could make the players slower. In the context of a local multiplayer game we knew this would make the game a lot more entertaining. We reflected these random events in the UI by Slack inspired notifications.</p>

<p>Screenshot of game: <br>
<img src="http://beastgamestudios.com/content/images/2017/04/Screen-Shot-2017-04-02-at-9-38-18-PM.png" alt="alt"></p>

<p>We stayed up past 3am on Saturday. It was awesome to build so much and get the more functionality in. There were still a few nice things to have (title screen, end game screen) but overall we decided it would be good to get a bit more rest.</p>

<p>The team was pretty tired on Sunday. Presentations started at 1pm, and the main thing we focused on was ensuring that the game played well. We tweaked the weights of the ingredients and improved the UI of the events. We also polished up the colliders and fixed a few of the bugs. Before we knew it, the morning was over.</p>

<p>Presentations were 5 minutes each. We briefly explained the game and demoed it. Then for around half an hour the judges tried out the games. Multiplayer games are always fun in this kind of environment! <br>
<img src="http://beastgamestudios.com/content/images/2017/04/Screen-Shot-2017-04-02-at-10-38-06-PM.png" alt="alt"></p>

<p>There were 4 categories of prizes: Best Overall Game, Most Entertaining Game, Best use of Amazon Alexa and Wildcard game. We were awarded the Most Entertaining Game. The prize of this category happened to be Nintendo Switches! The team was super happy! Especially me. It's something that I was always planning to buy. <br>
<img src="http://beastgamestudios.com/content/images/2017/04/DSC03491.JPG" alt="alt"></p>

<p>Overall I must say it's really good fun to go to hackathons with work colleagues. Together we got to be creative and just build stuff with no pressure. Would definitely do it again!</p>

<p>You can check out our game <a href="https://github.com/kieranajp/scm-simulator-2017">here.</a></p>]]></content:encoded></item><item><title><![CDATA[A bitter End]]></title><description><![CDATA[<p>What I really like about Berlin’s culture is the level of diversity one can find when attending events and meeting new people. At almost every meetup I’ve been to I’ve discovered artists, programmers, musicians, sound designers, writers, entrepreneurs… I thought I had exhausted the list after a</p>]]></description><link>http://beastgamestudios.com/a-bitter-end/</link><guid isPermaLink="false">179534a5-7b1f-48b7-8de2-c388b492b45c</guid><dc:creator><![CDATA[Catherine Claudet]]></dc:creator><pubDate>Sun, 26 Mar 2017 16:25:47 GMT</pubDate><content:encoded><![CDATA[<p>What I really like about Berlin’s culture is the level of diversity one can find when attending events and meeting new people. At almost every meetup I’ve been to I’ve discovered artists, programmers, musicians, sound designers, writers, entrepreneurs… I thought I had exhausted the list after a point. But yesterday I was once again surprised. The event I went to, the Civic Game Jam, managed to bring together developers and activists in an attempt to combine their talents and create more meaningful games.</p>

<p>The theme of the game jam was “nature”, and the spirit of the jam was to create a game that could communicate to players the state of the environment. In a more broad sense, it was to make a game with a greater sense of purpose through raising awareness about nature. Of course, jammers were at liberty to do as they pleased, though everyone clearly made an effort to follow this theme!</p>

<p>I ended up in a group of 4: Again with Emily and Luis, and with an artist called Nomi. We decided to make a game showing the difficulties involved with protecting the environment due to our personal drive to continuously make our own lives better. You would play as a man in his mid thirties who recently became the CEO of a mining facility. He has a family: a wife, a son and a daughter. During the game the player can move around his office and interact with certain objects to find out more about his life.</p>

<p><img src="http://beastgamestudios.com/content/images/2017/03/Screen-Shot-2017-03-26-at-4-50-25-PM.png" alt=""></p>

<p>Eventually the player receives a phone call from his secretary and he is told he must decide whether he wants to expand his mining facility. </p>

<p><img src="http://beastgamestudios.com/content/images/2017/03/Screen-Shot-2017-03-26-at-4-52-07-PM.png" alt=""></p>

<p>If he chooses to do so, the wildlife in the area will be at risk due to the site being located near a river and forest. However, the mining facility’s profits will soar and Mr. Dave Stones (the name of the player’s character) will get the chance to send his children to good schools. The player is taken 10 years in the future and can see the consequences of their choice by again interacting with the objects in the room. </p>

<p><img src="http://beastgamestudios.com/content/images/2017/03/Screen-Shot-2017-03-26-at-6-22-35-PM.png" alt=""></p>

<p><img src="http://beastgamestudios.com/content/images/2017/03/Screen-Shot-2017-03-26-at-6-21-49-PM.png" alt=""></p>

<p>A similar choice is then posed to the player. This occurs a total of 3 times, giving the potential for 8 different endings. Of course, it being an 8 hour jam, we weren’t able to fully flesh out all of these! Currently the game has 2 complete endings, one being where the player chooses all for personal and the other all for environmental. The basic message the game gives is that in today’s society we are so focussed on achieving personal goals we forget the greater forces in play which also change due to our actions. It was really interesting making the game as it is very different to all other games I’ve ever made.</p>

<p>Again there’s a fairly long list of things we weren’t able to implement! We didn’t have time to implement all the animations and were only able to put the forward idle animation. We didn’t add a sense of time progression throughout the scene by changing the visuals of specific items in the office (for example, making the potted plant wither). We weren’t able to add all endings, only 2 of 8, as the content was so much. I would say for sure that the main challenge was managing everything: we had several pieces of dialogue per scene, and a total of 7 scenes, plus 8 possible endings branching from those scenes. I believe as a programmer I have to work on making it easier for content creators to quickly add things and be able to change things more easily. Often I found when we wanted to make one small change we had to go back to every scene and change the same thing 7 times!</p>

<p>I really enjoyed this jam and I appreciated the emphasis on story that the games created here had. I hope to attend more similar to this one. I’m also a strong believer that games have a lot of power to communicate and educate people. It is the only medium which allows people to become involved with a story through interactivity, and I think that has a lot of power to make people invested in the experience.</p>

<p>Head over to <a href="http://civicgamejam.com/">the Civic Jam website</a> to find out more about it!</p>]]></content:encoded></item><item><title><![CDATA[Discovering mobile gaming late]]></title><description><![CDATA[<p>I deliberately excluded myself from the mobile gaming explosion for many years. Growing up with all the Nintendo consoles - starting with Nintendo 64, Gameboy Color and then later Playstation and PC trained me to view games under a certain lens. Deep, immersive, and needing many hours at a time.</p>]]></description><link>http://beastgamestudios.com/discovering-mobile-gaming-late/</link><guid isPermaLink="false">9c00e795-0114-49f6-bc55-fb605fcf60b7</guid><dc:creator><![CDATA[Emily Claudet]]></dc:creator><pubDate>Sun, 19 Mar 2017 15:42:44 GMT</pubDate><content:encoded><![CDATA[<p>I deliberately excluded myself from the mobile gaming explosion for many years. Growing up with all the Nintendo consoles - starting with Nintendo 64, Gameboy Color and then later Playstation and PC trained me to view games under a certain lens. Deep, immersive, and needing many hours at a time. I assumed that mobile games were too shallow to fulfill my gaming craving and did not make the effort to keep up with the scene. It felt too far away from what I loved about video games.</p>

<p>However, that is changing.</p>

<p>Fast forward to 2016, when 2 key things happened:</p>

<p>1) I bought a decent smart phone (One Plus 3) and an IPad Pro. <br>
2) I started building games in <a href="http://www.love2d.org">LOVE2D</a>. </p>

<p>1) meant that I had good hardware and access to both the Play Store and the App Store. Having the platforms made all the difference as I knew I would be able to access both tablet and phone experience. (I'll confess that I was pretty late to the whole high end smart phone thing as I spent most time on my computer).</p>

<p>2) meant that I began to have much greater appreciation of simple games. Because it's so hard to make a game, right?  And having that new found understanding made me want to try out more mobile games. I could look at them and imagine what it might be like to program them. (AAA titles are too daunting to play that exercise with).</p>

<p>I've been doing the obvious: checking out what's on the front page of the stores and download whatever is free to learn from. This is mostly on Android - although I've done a bit on iOS as well. It's been interesting. There seems to be an abundance of 3 in a row puzzle games paired with an Overworld that lets you overview your progress. And of course - make in app purchases or open treasure chests to watch ads. If it isn't a Candy Crush Clone then Clash of Clans inspired. Or a simple of effective physics based game or an on rails runner.  </p>

<p>In fact, there is a fair bit of variety. Due to the sheer volume I'm know there's so much I still haven't tried or heard of. It feels like it's not so easy to discover the gems just by browsing the top plays list.</p>

<p>In the past months of exploring the scene, here are a few of the games that have been the most memorable.</p>

<p><strong>Evolution Planet - by Pyro Mobile</strong></p>

<p>This game takes a slightly different spin to the classic 3 in a row puzzle games. On completing a 3 in a row, the creatures merge together and evolve into new ones that can also be lined up in a row. The sound effects, pacing and variety in the level design definitely stands out as high quality amongst the over saturated genre. There's a good range of activities, from evolving a certain number of a species, to boss fights, and star challenges.</p>

<p><img src="http://1079638729.rsc.cdn77.org/androidgame_img/evolution_planet/real/6_evolution_planet.jpg" alt="alt">
<em>Image taken from play.mob.org</em></p>

<p><strong>Orbit - by Highkey Games</strong></p>

<p>Orbit is a real gem, that I was lucky enough to spot on the front page of the Play Store. It is a simple and beautiful simulation of planets orbiting blackholes. The player controls launching planets into a trajectory and the goal is to get a certain number into a type of orbit. It's a very soothing game which made me remember my love of Mechanics in school. And it even has classical music in the background. Highly recommended. <br>
<img src="https://lh3.googleusercontent.com/1RMRmyh8vrFy0UIpqQPuFi9QVjgxKsJcOR4VVTTkGfPH22_vnRh1GyCVw_8gdyMWRxc=h310" alt="alt">
<em>Image taken from Google Play Store</em></p>

<p><strong>Kingdom Rush - by Ironhide Game Studio</strong></p>

<p>I forgot how much I enjoyed tower defense games. When I downloaded this I was surprised at how addictive it was. It follows the usual things players would expect: spend gold to buy archers, soldiers and mages to defend against waves of enemies. It's very polished and has great sound and visuals. It also has a variety of difficulties which makes it more interesting if you want to really test yourself. <br>
<img src="https://www.kingdomrush.com/Images/screenshots/KR/screen_03.jpg" alt="alt"></p>

<p><em>Image taken from kingdomrush.com</em></p>

<p>I have barely scratched the surface of mobile gaming but these are my first impressions and experiences now. I am also interested to look more deeply at games by Nintendo and Square Enix that are for mobile. </p>

<p>Overall I would say that mobile games still feel like how magazines are to chapter books. Shallower, but there are certainly some high quality ones out there. But the fact that they are easier to get into and pick up and play can only mean that there is more time overall to spend gaming.</p>

<p>I'm glad I've now been dedicating time to mobile games.</p>]]></content:encoded></item><item><title><![CDATA[Toasted.]]></title><description><![CDATA[<p>One of the best things about Berlin is the active gaming community, and more specifically, the game dev community. It's been a little over a month and I've attended more game dev related events than I can count. But so far the events that really shine are the jams -</p>]]></description><link>http://beastgamestudios.com/toasted/</link><guid isPermaLink="false">2c97d9d4-4b1c-4772-9d08-dbc50f45c8f5</guid><dc:creator><![CDATA[Catherine Claudet]]></dc:creator><pubDate>Sun, 12 Mar 2017 23:48:42 GMT</pubDate><content:encoded><![CDATA[<p>One of the best things about Berlin is the active gaming community, and more specifically, the game dev community. It's been a little over a month and I've attended more game dev related events than I can count. But so far the events that really shine are the jams - the Berlin mini game jam in particular. It's a 7 hour monthly jam in which game creators get together and make games together!</p>

<p>Yesterday I attended the March mini game jam and with my team of 3 (Me, Emily Claudet and Luis Busta) we created a simple action game called Toasted. The player controls a piece of fresh bread whose dream is to become the best fresh sandwich there is... But it's in danger of being toasted by evil slices of toast which try to block its path to grabbing sandwich pieces. The game is played on a grid and the toasts spawn at random all over the grid. The goal is to grab fresh sandwich pieces - cheese, tomato, lettuce, etc... And to avoid the toasts which pop up from the toaster.</p>

<p><img src="http://beastgamestudios.com/content/images/2017/03/Screen-Shot-2017-03-13-at-12-26-27-AM.png" alt=""></p>

<p>The real challenge we encountered while developing was inputting the desired animations for the toast movement. We wanted the bread pieces to flip - meaning they had to change sides whenever they moved one square. This meant the bread's four possible movements' animations were directional, i.e. the required idle state animation and four possible movements in each direction changed depending on which way the bread had moved previously. We weren't sure the best way to implement this!</p>

<p><img src="http://beastgamestudios.com/content/images/2017/03/bread.png" alt=""></p>

<p>Of course 7 hours isn't a lot of time to figure out things like this. When we return to the game for further development the first thing we'll do is work this out!</p>]]></content:encoded></item><item><title><![CDATA[A new game... Bugbury]]></title><description><![CDATA[<p>I've finally published my first finished game... Bugbury! It's an action game developed on Unity for Android. You can download and play it <a href="https://play.google.com/store/apps/details?id=com.cmclaudet.Bugbury">here</a> on the google play store!</p>

<p>The game allows the player to shoot bugs with a slingshot. Your slingshot is stationed at the bottom of the screen</p>]]></description><link>http://beastgamestudios.com/a-new-game-bugbury/</link><guid isPermaLink="false">da3199ce-5a64-42ed-9544-f23698e49889</guid><dc:creator><![CDATA[Catherine Claudet]]></dc:creator><pubDate>Thu, 02 Mar 2017 13:47:16 GMT</pubDate><media:content url="http://beastgamestudios.com/content/images/2017/03/featureGraphic.png" medium="image"/><content:encoded><![CDATA[<img src="http://beastgamestudios.com/content/images/2017/03/featureGraphic.png" alt="A new game... Bugbury"><p>I've finally published my first finished game... Bugbury! It's an action game developed on Unity for Android. You can download and play it <a href="https://play.google.com/store/apps/details?id=com.cmclaudet.Bugbury">here</a> on the google play store!</p>

<p>The game allows the player to shoot bugs with a slingshot. Your slingshot is stationed at the bottom of the screen and the bugs come in from the top. The goal is to shoot them before they get past your slingshot defense line! Players are rewarded for shooting bugs from afar and for not missing their shots. The more bugs the player manages to hit without missing, the better the score bonus will be for each bug. You are placed in shooting arenas with walls obstructing the line of sight between your slingshot and the caterpillars, meaning you need to bounce your projectiles off the walls to actually shoot them!</p>

<p><img src="http://beastgamestudios.com/content/images/2017/03/playstoreScreenshot.png" alt="A new game... Bugbury"></p>

<p>During the game’s development I changed the core gameplay style many times, meaning the game took much longer to complete than expected! (2 months instead of 1…) At first I envisioned it to be heavy on action with the player needing to shoot a huge amount of bugs per second to avoid death. This was appealing, but when put into practice it turned into a game of mindless shooting. There was no “game” per se, all you had to do was shoot as much as possible, and you would kill the bugs eventually. I realized if played conservatively the game was much more fun; the best moments were when I took time to plan my shot and seeing that planning pay off. I decided to cut down the number of bugs to allow players time to actually plan. But there was still the issue of spamming shots, and with even fewer bugs it actually became easier to win like this. I figured the players had to be rewarded for not missing their shots. At that point I decided to add bonus points for getting hit streaks: the higher streak, the higher the bonus! This made the game heavier on planning and precision, which gives it a nice unexpected twist.</p>

<p>Although I’m pleased with the gameplay, I really think what makes the game shine is its art. The caterpillars have a very fun design with a really cute walking animation. If given more time I would have liked to add different bug sprites! In my opinion, the visuals help the game immensely, and they could have been decked out even further.</p>

<p><img src="http://beastgamestudios.com/content/images/2017/03/caterpillarSmaller.png" alt="A new game... Bugbury"></p>

<p>Besides the struggles with gameplay, I would say the most challenging part of the development was the sound. I have no experience with composing or sound design, so my go to is to look for free sound effects online: freesound.org, soundbible.com, etc. But it’s tough to find the perfect sound among resources like this. Much of the time I had a crystal clear picture in my head of what kind of sound I wanted, but simply couldn’t find anything like it! I took to editing sounds in ocenaudio, a free sound editor which helped me a lot. I still have not tried composing (the game’s theme song was written by <a href="http://soundimage.org/looping-music/">Erik Matyas</a>, “Good Morning Dr Weird”) so for my next game I will make that the next challenge!</p>

<p>Overall I’m happy with the game and very happy with all the things I learned whilst making it (my next Unity project will be so much more efficient!) What comes next? I plan on making another mobile game, but this time a different genre. I would love to make a platformer or adventure game.</p>]]></content:encoded></item><item><title><![CDATA[The meaning of beasting it]]></title><description><![CDATA[<p>We like to beast it. We even named this website after it.</p>

<p>What exactly does beasting it mean in our family culture?</p>

<p>Beasting something is to attack something with full force. No filler, no randomness. Just pure focus and obsession over the details of the thing you are doing.</p>

<p>Here</p>]]></description><link>http://beastgamestudios.com/the-meaning-of-beasting-it/</link><guid isPermaLink="false">56c324af-4845-4887-8766-a5a7e3d07330</guid><dc:creator><![CDATA[Emily Claudet]]></dc:creator><pubDate>Sat, 17 Sep 2016 19:05:59 GMT</pubDate><content:encoded><![CDATA[<p>We like to beast it. We even named this website after it.</p>

<p>What exactly does beasting it mean in our family culture?</p>

<p>Beasting something is to attack something with full force. No filler, no randomness. Just pure focus and obsession over the details of the thing you are doing.</p>

<p>Here is a list of examples of Claudets beasting:</p>

<ol>
<li><p>Drawing a sprite for 8 hours straight with no food break. </p></li>
<li><p>Playing through the whole of Mass Effect in a weekend.</p></li>
<li><p>Making Pokemon comics non-stop throughout the whole of half-term.</p></li>
<li><p>Creating a <a href="https://www.youtube.com/watch?v=oy10Uybh-gg">music video</a> from one day's filming.</p></li>
<li><p>Making a 2 minute <a href="https://www.youtube.com/watch?v=spoC_BWJ7wM">stop motion video</a> with plasticine of your favorite video game throughout your entire summer holiday.</p></li>
<li><p>Staying up until 3am making a Charlie and Lola card for your little sister's 4th birthday to send in the post to CBeebies.</p></li>
</ol>

<p>This is only a sample of the countless times we beasted it. We will be keeping track of all this as our posts continue.</p>]]></content:encoded></item><item><title><![CDATA[Odin Sphere]]></title><description><![CDATA[<p>I was really happily reminded of how amazing Odin Sphere is when we got the HD remake on the PlayStation four. It looks so beautiful with the HD definition. Just staring at the screen is obsessive because the art is so good. The characters are one of the highlights of</p>]]></description><link>http://beastgamestudios.com/odin-sphere/</link><guid isPermaLink="false">af38c3bc-b0b4-45ae-b3e4-0323e327ebfd</guid><dc:creator><![CDATA[Jennifer Claudet]]></dc:creator><pubDate>Fri, 09 Sep 2016 10:53:25 GMT</pubDate><content:encoded><![CDATA[<p>I was really happily reminded of how amazing Odin Sphere is when we got the HD remake on the PlayStation four. It looks so beautiful with the HD definition. Just staring at the screen is obsessive because the art is so good. The characters are one of the highlights of the game. Their designs are so unique and they all have talented voice actors and distinct personalities. They add so much to the story, which is also really interesting. I just really wish Odin Sphere was more well known among my peers. I have the urge to talk about it even though no one knows it, I guess that's why they made the online world. You can find many Odin Sphere fans online, but in real life it seems impossible.</p>]]></content:encoded></item></channel></rss>