Blog
Welcome to our blog. Here you can read about our games and some anecdotes around them, as well as to have access to our educational contents. Everything you need to know about us and our weekly activity.
Welcome to our blog. Here you can read about our games and some anecdotes around them, as well as to have access to our educational contents. Everything you need to know about us and our weekly activity.
Version 1.3 of Go Deeper, our first project, has just landed. Available on from today (soon on the Appstore). The last Go Deeper update took place almost two years ago. Since then, we have been working on new projects (more in our games section).
However, our intention has always been to try to keep our games as up to date as possible. So we launched an improved version of the original game that we hope will make it a more interesting experience for both users that already have version 1.2 and new players.
For several months we have been working on our second commercial project: Tripl3Squad. In this post we explain more about this new project, especially focused on tactile devices, as happened with Go Deeper. A simple, direct and vibrant game, with a minimalistic and casual aesthetic.
It is unusual to find much information related to user interface design for video games. Even less specifically on the use of typography. Areas sometimes forgotten by developers and game designers that, however, have gained in professionalism and attention over the years. In this post, we try to contribute our bit around the use of typography and those aspects to consider when selecting a typeface for our projects.
Adobe Flash has been an important tool for web development, especially in the early years of this century. But with the progressive use of new technologies such as HTML5, it has been being relegated to a ‘simple’ but effective animation tool that Adobe recently renamed Adobe Animate CC. For some time now, Game Maker Studio allows the use of SWF (Shockwave Flash) elements in our projects.
We’ve been thinking about writing some posts about the tools we regularly use to develop our games. We’ll talk about them soon. But this time, we want to offer some brief thoughts on the importance of tools vs. creativity when creating a game.