Friday, December 13, 2013

Week (50): 09/12/2013 – 13/12/2013


We have been working on this undisclosed concept this week. We set a deadline on thursday for a first playable protype. We've finished the to do list and included even more elements for us to test. The team is very happy with the result, and also with the progres and speed this concept is going through. Somehow everything seems to work out exactly like we want to.


We made plans to stay in development with this concept until we have clearance about the contribution for the horror game. At the end of Januari we are planning an announce more info about the this undisclosed project.

If everything goes according to plan, we are searching three new interns from Februari to July 2014. We have been setting-up profiles to for them to present at their universities.

Below a nice panorama picture of our current office :)

EDIT* Few things are blurred, because this is still undisclosed content ;) more of that in January!


Tuesday, December 10, 2013

Week (49): 02/12/2013 – 08/12/2013

This was a special week. We can not be very clear about this yet, but over the weekend Koen came up with a new idea for a game. He pitched the idea with the team and with certain friends and family. Everyone at and around KeokeN Interactive thinks this 'idea'  has great potential and is worth investing in.


Because we are waiting on a contribution for our horror game, we decided to work secretly on this new game concept, before we will announce anything. It turns out development for this concept is going much faster than expected and generates much more potential. It also fits greatly on what we stand for as KeokeN Interactive, rich and playfull game experiences. Will the contribution kick in, we will have to 'shelve' this idea for the time being.

We will leave you this week with a great compilation of website backgrounds made by "Leon Tukker" our concept artist.




Friday, November 29, 2013

Week (48): 25/11/2013 – 29/11/2013

To form a better perspective of the game world and what type of style we would like to have, we decided it was time to create a few concept scenes to walk in. Leon made a lot of concept art and has worked on some basic models identifying these pieces of art. We created two "hallways" representing a piece of the Labyrinth. By doing this it's easier to spot mistakes, or make new decisions what to or what not to include in a final direction of art and composition.

Johan was able to include a basic "breathing" system. It's still in development before we can run an effective test. When this is done we can cleary determine if this is the direction we like to have.

Jaap our researcher has come-up with some great historical and perceptual meaning for certain aspects about the Labyrinth and will be up for discussion next week. This will create a more solid "backstory" for our game. Ofcourse we want to keep the game about "the player" instead of a designed character.