Archive for August, 2011

The Incredible Shrinking To-Do List

Tuesday, August 30th, 2011

So the major check marks left on my to-do list are “Voice casting & record”, “Music & Sound” and “Final Polish”. Voices, music and sound are all underway at this point and I’ll be doing a video soon as I go to visit Armand the sound guy to discuss the design process.

Since those jobs are really mostly up to other people to complete, the only major thing left for me to do (besides a ton of Liam voice acting lines) is the “Final Polish”.

The final polish is basically finishing all the little odds and ends that got swept under the carpet as we went through the game. So today Steve and I went through all the missing art and animation for the game and created my final to-do list. Things like creating a “Turn while holding an item” animation and updating the town map with better roll over buttons. It’s really exciting to think this might be the last bit of art I do for the game.

I still feel like I’m juggling a million balls at once right now, as voices, sound, music and animation all bleed together. But knowing that at least one major aspect might be 100% completed is making me really giddy! We’re almost there!

ClickShake Production Diary – Ep.20

Friday, August 19th, 2011

Finally a juicy blog post! This week I visited Mitch in the studio to record a few lines, write some songs and see how the rest of the soundtrack was coming along. So this blog is full of audio sneak peeks! Enjoy!

Crunchy Crunch

Thursday, August 11th, 2011

Sorry for the lack of updates these past couple weeks, Steve and I hunkered down for a good ole fashioned crunch session and I didn’t have time to tinker around with videos.

The good news is despite heat waves, poison ivy, toddler birthday parties and other forces of nature working against us we’ve managed to finish a staggering amount of work on the game.

I really think it will be finished this month, whether or not it’ll be bug free and ready to be released, that remains to be seen. But by the end of this month we should have a fully playable game with full cutscenes implemented.

Speaking of cutscenes, I know I’ve waffled back and forth between how many I was going to commit myself to doing. The initial count was 15, then I scaled it back to 4. Well I’m happy to say, that I put the pedal to the metal and did 10 fully animated cutscenes for this game! By next week all 10 should be completely finished and I can check that mighty goal off my list.

Things are cooking folks! My next video update should be a big one!