Showing posts with label The Buzz. Show all posts
Showing posts with label The Buzz. Show all posts

Thursday, February 13, 2014

The Buzz: Watch Mel Milton Draw!

More figure drawing!

We've had a handful of costumed models for our figure drawing sessions. One night were lucky enough to have the super talented Mel Milton drop by and Daniel was smart enough to capture him in action.

You can see more of Mel's art on his blog
http://melmade.blogspot.com/

or follow him on FaceBook,
https://www.facebook.com/mel.milton.927?fref=ts


Here are some photos and a videos:












Tuesday, February 04, 2014

The Buzz: Global Game Jam 2014

After all the excitement last week, we thought it might be fun to talk about this year's Global Game Jam. Jared Evans, one of our designers, was kind enough to share his experience at the GGJ.


Global Game Jam 2014 was, as it always is, a blast! We had a large group this year, made up of Steve Taylor (NinjaBee owner and programmer extraordinaire), Brandon Karatti, myself (both game designers at NinjaBee) and our friends and family Alex Taylor, Ethan and McKay Ransom and Brett Starks. On Friday afternoon we gathered up our laptops and equipment and headed up to our GGJ site at Broadview Entertainment Arts University in Salt Lake City.


Every year the Global Game Jam opens with a few keynote speeches to inspire the participants before we get down to the grind of makings games. Though sometimes I think the real purpose of the keynote is to build suspense while everyone is waiting for the theme to be revealed! In the past, themes have run the gamut from phrases, to images and even sounds. For 2014, the theme we were given was:

"We don't see things as they are, we see them as we are."



Armed with our theme, the team got to work. We had discussed a few potential ideas for genres and mechanics on the drive up, and after a few hours of planning, writing on white boards, and prototyping, we decided on the idea that would become 'Band of Others'. You may have played a quiz game that asks you to identify an image, perhaps one that you have only a few details of. But the same image or object could mean something different to someone else. A jar of peanut butter might mean childhood to one person, while to another it means certain death. Playing on those themes, we created a quiz game where you first pick a perspective, and then try to guess not only what the image is, but what it means from that perspective.


Once our game was decided upon, we split out the tasks. Steve, Ethan and myself took on most of the code-related work, building our mechanics, UI and data-structures. The rest of the team began to find and create content for the game, including the images used in the guessing game, all of our original art work, original sounds and writing every answer and ever hint. This year we were lucky that our vision was pretty clear from the start, so for most of our time we could just plow ahead and work. One particularly nice break was party-sub lunch, provided by our very own NinjaBee! Turns out we may have ordered a few too many sandwiches. There's currently a 6 foot long BLT in my refrigerator.


Having experience as professional developers really helped streamline our process, so even with a few last minute changes to make the initial user experience more clear, we were finished Saturday night, well before the deadline. 'Band of Others' easily feels the most polished, the most full of character and the funniest GGJ game I've had the pleasure to work on. There's always room for improvement, and we may not have pushed any boundaries, but its a product to be proud of. Take it for a spin, and think about joining the Global Game Jam next year! Whether you're an industry vet or a fan of games, it's never a bad idea to spend a weekend making something new.

Tuesday, November 26, 2013

The Buzz: NinjaBee Saves The World

You know NinjaBee for our games. Maybe you love Keflings, maybe you fancy Band of Bugs. But did you know that NinjaBee is actually a front for the XCOM project? Yup, tis true. Your friendly neighborhood indie developers moonlight as the elite guardians of humanity. At least they do in my first run through Firaxis’ brilliant expansion, Enemy Within. On a whim, I decided to name all my operatives after the fine men and women of NinjaBee. How did we fare? What do I think of the expansion? Read on, dear NinjaBee fan!


Even though NinjaBee is actually based in Orem, Utah, I decided that the “We Have Ways” bonus for South America was too crucial to pass up. Especially given that Dr. Vahlen seems to take her cues from Nazi war criminals, the instant interrogation and autopsies offered the best possible beginner perk. I do have to say, the good doctor becomes even more unsettling than usual when she starts wringing her hands with joy over the thought of splicing people and aliens together willy-nilly. My wariness over being alone in a room with Vahlen aside, everything at once seemed familiar and new.


My early build order was heavily disrupted by the addition of Meld. I continued to pursue my slavish devotion to early satellites, but before the first month was up I was already finding myself acutely behind the curve without MECs. By the end of March, NinjaBeeCOM was teetering on the brink of global panic, with half the world’s nations in the yellow or orange panic spectrum. I thought I was doomed for sure. It didn’t help that EXALT had started rearing its ugly head. I had to expand my dream team. Early missions were almost always conducted by myself, the devil-may-care PR Heavy not afraid to stand in the open to take a crucial shot, Cyndi the QA super Sniper, Matt, kamikaze office manager and shotgun jockey, and Jared, lead designer and walking medkit. As my roster expanded and injuries kept my A squad out for extended periods, I started to draft in more of my colleagues. Our fearless leader, Steve Taylor, stepped into the boots of the Heavy, Tara took up a rifle as Cyndi’s understudy, Brandon took on duties as point-man Assault, Art Director Brent Fox became our smoke-slinger, and Lane took a break from being CFO and started handing out the heals.


We started to push back the tide. It helped a lot that I finally squirreled away enough cash to dig all the way out to the edge of level three in my base to pursue another generator (I had really terrible steam vent placement) and plop down my Cybernetics Lab. Paul Mitchell and Peter Konneker parted with their organic limbs and stepped into their new robot bodies. That is when things really turned around. MECs are beasts! It didn’t take long for me to develop neat party tricks with both of my tin cans. Paul became our heavy ordnance. Burn it up, blow it up! For fun, try tossing a proximity mine onto a group of aliens and then detonating it with an alien grenade. 13 damage for everyone! In the meantime, Peter became my own personal rockem-sockem robot. Anything big got a taste of cybernetic fisticuffs: Cyberdiscs, Sectopods, Mechtoids, and Berserkers all the way down to stupid EXALT grunts rushing the encoder.


Speaking of EXALT agents; they almost made me lose council nations on several occasions. It seems they were eager to rouse rabble, and I soon dedicated Tara to all covert ops. I gave her the best pistol NinjaBeeCOM could build, gave her some tasty pistol perks, and sent her back out into the field repeatedly. She scratched a lot of traitorous humans, even under heavy fire. She gave her all for the team, and was critically injured twice during her ops, but she made it through. In fact, we only had one true loss the whole campaign. Lane Kiriyama ate a faceful of Muton plasma on NinjaBeeCOM’s first encounter with the brutes. He turned a corner at the wrong time. His loss will be keenly felt by all.


Stating that we suffered only one casualty makes it seem like we were never truly threatened. But I can’t tell you how many times NinjaBee operatives made it home by the barest margin. Matt spent most of the game in and out of the infirmary, throwing his body and shotgun between his coworkers and certain death. On one terror mission, Matt’s close combat perks allowed him to charge a group of Chrysalids, gun down two of them on his turn, and stop four more dead as they tried to rush through the door he blocked before taking a Cyberdisc volley on the chin. His bravery earned him nine days of medical leave and saved the lives of Steve Taylor and Jared Evans. Cyndi was the hero of Newfoundland, using her plasma sniper rifle and Archangel Armor to gun down almost two dozen X-rays to cover the team’s approach and escape. And not a single soldier left the defense of NinjaBeeCOM’s base with more than four remaining health, with Brent Fox being revived twice during combat.


I didn’t find myself leaning on gene-mods very hard. Matt was my only super-charged soldier, rocking a full complement of enhancements. While Cyndi got bionic eyes and a couple of key personnel received a second heart, I definitely suggest investing in MECs over mods, but that is just personal preference. By the end of the game, Steve Taylor was nominated as The Volunteer. Leading his company and his species to greatness, the head honcho himself spearheaded the final assault, competently gunning down the alien hordes as our colonels sprinted to victory. At the end of all things, the team began to wear down under increasing firepower. With the end in sight, and the team flagging, Matt manned-up one more time and made “The Play”. Popping “run and gun”, charging between two overwatched Muton Elites with no lightning reflexes and only four health left, he mounted the dais and gave the big bad two shots in the face to save humanity. Game over, NinjaBeeCOM wins!



The game was a blast, and I’m exceptionally pleased with what Firaxis has done to XCOM. It took me a little bit to get into the new flow of the game, to learn the new items and the new enemies, to adapt my strategies. In the end, it was the best XCOM I’ve played yet. Thanks guys! As you look to the stars and wonder when the aliens will come for us, remember that NinjaBee will be waiting, making awesome games and training to kick alien butt.

Tuesday, October 15, 2013

The Buzz: Casual Connect

This week we finish up our summer retrospective with Casual Connect. Starting next week, we will have fresh new things to talk about, rather than going back in time any further.


Right at the end of July, some intrepid explorers from NinjaBee flew out to beautiful San Francisco to attend Casual Connect, a conference designed primarily for mobile game developers and their business partners. We enjoyed three days of panels and talks designed to help mobile veterans as well as scrappy newcomers. Coming from a different sphere of the industry, the whole experience was very new for us. The aims, metrics, and practices of traditional and mobile development are very distinct. Having primarily developed for traditional consoles, many of the values and models seemed very new and different.


Nutjitsu wasn't ready for release at the time, and we hoped to get some really great input on how to make our thieving little squirrel a true standout. We learned wisdom from top people behind mobile titans like Candy Crush, Fruit Ninja, and Royal Revolt. It was an awesome look behind the curtain at games played by millions of people every day on platforms we have not yet fully explored. We learned a lot, and we will continue to put the ideas and techniques we learned to good use in Nutjitsu as well as any other mobile titles we may create in the future.


Of course, we would be remiss in our tourist duty if we didn't hit the sights of San Francisco. We rode the trolley, ate crab in the shadow of Alcatraz, and took a gander at Lombard Street with the best of them. Business by day, tourism by night! After all that learning we flew merrily back home with dreams of app stores dancing in our heads. Casual Connect was a great experience that will help to shape our games for the better as we explore the mobile space with you.

Tuesday, October 08, 2013

The Buzz: Summer Vacation

Morale is an important part of the development formula. Keeping up spirits promotes productivity, creativity and a healthy relationship between coworkers. Basically, we just wanted to take a day to ride roller coasters and shoot down water slides. So we went to Lagoon. For anyone unfamiliar with Utah, Lagoon is an amusement park in Farmington, packed with coasters, rides, slides, and even a zoo! We packed up shop one beautiful summer day and headed out for some thrills.


We could not have picked a better day. Just a little overcast, toasty without being scorching, not too crowded. Everything was open and NinjaBee had a whole day of fun ahead. Some people made a beeline for the biggest coaster in the park, others split and headed to Lagoon A Beach to lounge in the warm weather or float by in the lazy river. Making games is serious business, and so is partying!


It was also a chance for us to all bring our families together. NinjaBee is a very family friendly company. Many of us have children and love to spend time with our beautiful families. The summer party is a great chance to celebrate the achievements of not just the employees that make this studio great, but the fantastic families that love and support us. There is nothing quite like enjoying a company barbecue at the amusement park. 


After a magical day celebrating our fantastic friends, coworkers, and family, it was time to head home and get ready to create games! Another summer party wrapped up, and the rest of the year ahead of us. We are all eager to be working on the great titles we will be showing off in the next year. 

Tuesday, October 01, 2013

The Buzz: PAX Prime 2013

I told you we would start catching up on the summer! Last month we had the honor of attending PAX Prime, courtesy of Nintendo. Although we had not originally planned on visiting Seattle this year, Nintendo graciously invited us to enjoy the hospitality of their booth to exhibit the upcoming Wii U release of A World of Keflings on the Nintendo eShop. There was plenty to see even just inside the booth. Plue, we got to hang out with some of the cool people over at Nintendo and some of the other developers sharing the luxurious space near the Indie Megabooth.


Even with a busy exhibiting schedule, there was plenty of time to hang out and see the sights. Hundreds of awesome people, dozens of dazzling new games, and memorable experiences beyond count greeted us at every turn in the series of exhibition halls, hotels, and lobbies that served to contain the bubbling crowds of geeks that descended on Seattle for the show. You couldn't throw a twenty-sided die without hitting someone worth talking to, including our awesome friends at Twisted Pixel! They were showing off their riotously hilarious game, LocoCycle. Keflings are terrible drivers, by the way.



We got hands on with all the hottest upcoming titles, like Titanfall, Transistor, and WildStar, as well as surprising gems like Secret Ponchos, Hohokum, and SpeedRunner. We also got to pose with some awesome statues and met some cool fans (including the Rocketeer). From tabletop to next gen, every facet of our favorite hobbies got to sparkle brilliantly for four crazy days of nerdy excess!




Overall, it was a blast! We can't wait to come back next year and see what the world of gaming has to offer. And who knows what NinjaBee will have up our sleeve next time around?


Tuesday, September 24, 2013

The Buzz: Salt Lake Comic Con

Welcome to The Buzz! We do a lot of really neat things here at NinjaBee. Sadly, most of you never get to see most of the cool things that happen around the studio. The Buzz is your chance to get a peek under the hood and see how our games are made and get a look at the awesome people who make them.


For our inaugural blog, we want to share our trip to Salt Lake Comic Con! We will catch up on all the fun things we did this summer over the next few weeks, but let's start with our latest excursion. It was awesome! Not only is Salt Lake Comic Con the biggest convention to ever take place in Utah, not only was it the biggest first-year comic con ever, but it is already the fourth largest comic con in the U.S., with thousands turned away from the packed-capacity hall. NinjaBee was right there with Weta, Stan Lee, William Shatner, and more than a couple of Deadpools and Ghostbusters.


Nutjistu was on display over the weekend. Other than PAX East, this was the first time that the public had been able to get hands on our new mobile title. Con-goers crowded around the tablets to steal a mountain of acorns over the weekend. Hundreds of people got to experience Nutjitsu first hand before it launched on Windows 8. Feedback is very important to NinjaBee. We want to make the best games possible, and hearing from our fans is one of the best ways to improve. Everyone was very excited to play and we all had a lot of fun. We even had some notable characters stop by the booth too, including these guys!


They were so cool we even gave them all a Kefling to remember us by!


The Salt Palace was filled beyond capacity with so many passionate people. Fans of all stripes and genres crowded into the aisles (very literally) to catch a glimpse of all the great booths and panels, snap pictures of fantastic cosplayers, and buy all the shiny merchandise on display. No matter where we turned there was something new and exciting to see. Weta's massive booth was a particular favorite, with plenty of expensive swag we all wish we could afford and a few life-size statues of the denizens of Middle-earth.


We had an opportunity to hang out with cool locals from the Salt Lake area, see some awesome celebrities, and get people excited about Nutjitsu. We're hoping to come back next year after SLCC's massive inaugural showing. In the meantime, watch The Buzz for more awesome NinjaBee news and grab some sacred acorns in Nutjitsu, available free in the Windows Store.