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February 15th
December 5th
December 3rd
  1. Young business

    May 31st, 2011 by Susie | Category: Frozenbyte

    Our cooking lady Tini made a birthday cake the other day. ”Antti, one of the artists, turns 23 today”, she told me.

    It is the curse blessing of this business–everyone is so young. If you are 35 years old, you are definitely an old fart.

    ”One of the boys turns 19 soon”, Tini continued laughing.

    Also I heard there will be a 17-year-old intern working for FB this summer.

    The reality has hit me. I am Old. I guess I am one the oldest working in this office.

    And I am not even 30 yet. Even in a couple of years.

    - Susie


  2. Still alive, summer heat madness

    May 26th, 2011 by Susie | Category: Frozenbyte

    I am very glad for all the comments you have left in this blog!
    Thank you for that.

    And the summer is pretty much here! (Do not laugh–in Finland summer lasts only from June to August, so we take pleasure out of every moment.) I noticed it last week, because it is starting to get hot in herrre. In the office that FB is growing out of.

    - Our CEO Lauri had to order 20 more fans to keep the testers cool.

    - Artists had to close the curtains because of the sunlight.

    - Programmers’ computers ignited…

    Ok, now I may be exaggerating a bit, but it could have been true, because
    a) FB’s programmers are the hottest programmers in the world and
    b) they really work so hard that their computers are in danger of imploding

    So we wish you all the warmest possible summer greetings from everyone at Frozenbyte and we will be here hard at work the whole time. ;)

    - Susie


  3. Making a Game Is Very Much Like Writing a Book

    May 25th, 2011 by Susie | Category: Frozenbyte

    As I have told you earlier, I have been (and still am, partly) working in book publishing industry. I have noticed that there are many similarities between developing a computer game and writing a book.

    • It requires lots of time. And time. And more time. There is never enough time, it always runs out.

    • It is all about the story. People love stories, it is deep in us. So the story should be compelling.

    • You have to be prepared for re-making, refining and starting all over again. The process will always reveal flaws, inconcistencies and cliches.

    • You have to pay respect to testers’/publishing editors’ opinions. They are the first real players/readers. If they say something does not work, people who will buy your game/book will certainly repeat their words unless you have done something about the problem.

    • You can never be sure your game/book will be a success until it is ready and in stores.

    - Susie


  4. Making of Trine 2: Frog animation

    May 23rd, 2011 by Mikael | Category: Making Of, Trine 2

    A quick look at how the frog from the trailers is made and animated.
    The program being used to animate the frog is LightWave.

    And yet again leave your suggestions in the comments section, so we know where to go next. :)

    -Mikael


  5. Making of Trine 2: The Mystery Machine

    May 18th, 2011 by Mikael | Category: Making Of, Trine 2

    Another gem from the making of factory. A little look at another type of a 3D model with more info about the art style and inspiration.

    -Mikael


  6. Lights, camera, Action!

    May 12th, 2011 by Mikael | Category: Trine 2

     

    Ever wonder about the lights in Trine? Or maybe about camera angles and such? Well we do, a lot. Illuminating a scene in the proper way is one of the most important tasks in terms of finalizing a look of a level. Whether it be an eerie, murky swamp or a tropical island at sunset, right type of lights make or brake the atmosphere.

    Camera areas are important in giving the players just the right size screen to look at, so that everything is clearly visible. Action comes in when talking about different scripts for objects, enemies and such to know when to act.

    In this blog post there are two different shots from our game engine, both scattered with light objects. The one on top is Amadeus surrounded by different colored lights and a really big one coming from the right, represented with two actual objects right next to each other.

    The picture below has about the same amount of lights as the one above, but they are hidden away in another layer. Instead what you see here is a camera area that tells the screen to zoom out when the player reaches it. That is also when the action component kicks in, all of those yellow lines you see are pointing at the plant root enemies that bust out through the dirt to try n’ get at our chivalrous knight.

    These are just a portion of the components that finalize the look and feel that we are going for in Trine 2. Other things like actually making a single level, setting each mushroom in at a time, that takes a lot of time and careful placing. More on that later.

    -Mikael


  7. The Story of Splot

    May 11th, 2011 by Mikael | Category: Splot

     

    Daisy the cow is one of the important side characters from the Splot universe and many might not think so yet but the game will have a lot of story related content too.

    This particular drawing is a small part of a story board that our script writer Maija has been working on for a while now. And also the whole project has been on for quite a while, just over three years to be exact, so a lot of content is in store.

    We can’t really release more detailed info about Splot until very close to the release, but from a personal perspective I can say right now that all the parts are coming together very well. Plus the guys are adding a few final touches that are making the game so addictively fun that I have a hard time getting actual work done. :)

    For more pics and actual Splot concepts go to                                http://frozenbyte.com/press/press_splot.php

    -Mikael


  8. Making of Trine 2: Art assets for a sewer type level

    May 9th, 2011 by Mikael | Category: Making Of, Trine 2

    Our first attempt to make some video material for this here blog.

    Let us know what you think and what kinds of videos you might want to see in the future.

    -Mikael


  9. Code of the Claw

    May 6th, 2011 by Mikael | Category: Jack Claw

    Picture credited to StevenT

    As you may already know, the Jack Claw project was released to the community during the Humble Frozenbyte Bundle.

    It has taken off nicely in a direction that is still open enough to let ideas fly, but defined enough to hopefully make it easier to follow the yellow brick road.

    We have already acquired important tools, such as a blender importer (exporter coming soon), thanks to active and enthusiastic community members.

    For design and other factors, we will post original ideas on things like gameplay mechanics, after which everyone can have their say at which ones they like, how they would improve them or if they want to see something totally new.

    In the end, the way this game will be made is purely up to you. http://frozenbyte.com/board/viewforum.php?f=19

     

    -Mikael


  10. Game testers rejoice

    May 4th, 2011 by Mikael | Category: Games, Making Of, Trine 2

    At this point in the making of Trine 2 the game has been demoed, tested and frozen too many times to remember.

    To get a little view of what it is like to be a game tester here at Frozenbyte, I interviewed one of them briefly.

    “The main task of the tester is to simply test the game as comprehensively it is possible. For example here you can see (along with many other things) some visualizations of thief´s grappling hook components and areas, which determine when and where thief can swing using her rope. The main mission is to find issues in the game, report them, and then verify them as fixed.

    Testing can be performed either in editor (like in the picture) when it is also possible to edit and mark the tasks, or by playing the game on some platform and trying to spot all the possible issues by observing and the levels with a precise eye”.  Joonas

    So basically we have a couple of guys here working really hard in a very small not well ventilated room and they are “Trine 2″ make our next game as bug free as possible. Kudos to them.

    -Mikael


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