![]() Unity handles the heavy lifting, because you DO NOT want to write your own engine for a new project, unless you plan to make an engine instead of a game. We are working within the Unity engine, and within a framework we built for the game in C#. Proof: We have a tag on our site calling out our AMA for today, at bottom of page: We'd also love to discuss our development for Hazelnut Bastille, which you can find linked below. We'd love to share with you our experiences as a small studio, in terms of planning, scope control, resource management, team building, social cohesion, business, marketing, development and design, and our experiences transitioning into game development from earlier skillsets and fields. We are made up of professionals from the game industry, computer science, and art and architecture, and we work with some incredible contractors for music composition, among them Hiroki Kikuta, best known for his work on Secret of Mana. HB was also recently funded for over 100,000 USD, and is coming to Windows / Mac / Linux / Nintendo Switch / PS4.Īloft has been active for around 5 years now, and was made an LLC in March of this year. We have several smaller projects in development as well, and we have submitted a game for Ludum Dare 40 (Coming in second of 6175 overall), but Hazelnut Bastille is the Project which we are being most public about at this time, and which will release first. We are currently developing two major titles for release, Hazelnut Bastille, and Sticks & Starships, which are being headed by separate people, but with some common team. We are Aloft Studio LLC, a small member-managed game development studio working in North America.
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