Polyslash has been invited to Digital Entertainment Cluster which is a development initiative of Polish companies in films, art, video games and other areas of digital entertainment and is coordinated by Kraków Technology Park (KPT). Continue reading
The other co-founder of Polyslash is a man who travels through time focusing on his two passions – movies and video games. He graduated in film and television from University of Silesia with a degree in film and television production. He has worked on various shorts as a screenwriter and a director. This gave him a great background for making video games.
David is an advocate of deep stories. Combining his passion for movies and video games he wants to create emotional visual experiences. Something between those and beyond. In order to achieve that goal David has always wanted to understand passion of his co-workers. He wants to be empathetic and realistic at the same time. Sometimes he also wants to kill them, especially on Mondays, but hey, they are doing a horror game after all, are they not?
Combining different experiences allows the team to achieve something beyond borders – a truly emotional visual experience.
David started his career in game development at Reality Pump where he’s worked for two years, mostly as a lead cinematic artist. Now, combining his knowledge and that of the rest of the team, a truly intense experience is in their reach.
We’ve made it! After 48 hours (almost) without sleep we’ve finished our game for #krakjam, which was a part of #GlobalGameJam 2016. The theme this year was “Ritual”, which gave us some very cool thoughts to work on.
We started a planning around 17:30 P.M. and for next two hours we were thinking about what to do. Suddenly we’ve come up with a vague idea – “Player can posses any item in the house”. And yeah, that was that. But wait! I don’t want to talk about the game in this post, there will be a moment for that. Now I want to describe what was great and where we failed.
### THINGS THAT WERE GREAT ###
- Finished almost everything
We have done almost everything we’ve planned to do. It’s really awesome because normally things go very bad (in most of the projects) in this. We modeled and set up a whole nine room house, complete with environment; scripted a small quest line and most of game mechanics. Also one of us did the voice-overs.
It’s surprising how much we managed to accomplish. I personally think that we’ve made it because we were not wasting time. We’ve swiftly developed the unclear idea for the game into a design we could work on. Of course there were some technical shortcuts we’ve used. For example, our models did not have textures – only baked shadows and ambient occlusion. This also gave us a distinct, simplistic yet pleasing look.
- Communcation and task management
Our speed of work was incredible because of good communcation within the team. Everyone knowed what to do and which task was most important at the time. That was essential for the project.
Of course we didn’t use any special software to manage the team: simply discussing ideas and exchanging notes was enough.
Despite our depleting energy we tried to stay calm and funny. Of course we had some arguments (especially before making the final build…) but after all we had fun. I think it was related to good communication within the team, because we understood each other. Anyway… if your team is lazy and/or on a verge of breaking, just youtube a silly song 😛
### BAD STUFF ###
- All beer has gone
That’s all, guys. Next time I will tell you something about the game itself.