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changedBeam us up, Scotty!!!! Albedo's ready to conquer the universe! (I hope) Game Connection 2013, Paris. In early December, Ivan flew to France with the alpha version of Albedo installed on his laptop. He showed the game to a lot of people, and discovered that yes; Albedo was a good name, befitting the personality of the game. Interest in the game was really strong. Anyway, our interest was to keep our ‘indie’ nature as much as possible but at the same time, we wanted to find someone helping us to fulfil a very important role for the game: publishing. As we don’t live in Wonderland, where easy-ways-to-do-things are possible, we knew absolutely that we needed someone to work on this with us. At Game Connection, you have a meeting-app helping you organize a sort of speed-dating setup between developers/buyers/publishers/journalists and so on. Often, you can’t decide the schedule of your meetings. Well, the very first meeting for Ivan was with Merge Games! Ivan met Luke and Joanne Keighran at the 9:00 a.m. of the first day of Game Connection. Showed them Albedo; they said WOW. Ivan, Joanne and Luke previously met, in the European Game Connection the previous year. The meeting was, once again, the first one of the agenda! It’s destiny… Business is business; but not completely. It is very important when you work with someone to develop a business; to trust your partner completely. But, before you complete your business, you can’t know for certain if something bad will happen. So, we follow our instincts a lot, the money comes after, what’s important are the Good Vibrations! Well. We picked up very good vibrations with Luke and Joanne! They evaluate the project (thanks Mr. James de Silva!!!) and found it interesting; we cut straight to the point and made a publishing agreement. They visited us in Bologna after some weeks, they tasted some very good tortellini (wonderful kind of pasta of Bologna) and wonderful Scottish whisky! Merge Games is an independent publisher, spending a lot of time, attention and resources on every game. So, I can tell you, we really worked together well on the game, deciding a lot of things together. So, the Albedo team was done! It was springtime.... birds were singing on the trees… flowers growing in the fields… and me in my neon-lit-office developing ALBEDO! So romantic! I was working 24.5 hours per day to complete the game. A game not for casual gamers, as enigmas are not easy, the game structure itself is not so easy. Yes, it’s quite linear, but I’ve put a lot of different genres in my game. There’s a lot of improvisation. As I said previously, the beautiful thing about being a one-man-dev-team is that you can plan things, and decide what to do very quickly. It is a very creative way to work. To be as quick as possible, while deciding things and implement them in the game, I created, in ALBEDO, a scripting language; something like SCUMM (someone out there remembers Monkey Island, right? :) ) Something like this: So, I was able, for example, to get drunk, have crazy ideas, and implement it immediately! Umm… honestly, I don’t get drunk often. I’m a geeky good fellow! As I wanted to give Albedo a particular visual style, with a lot of colours, grunge and warm lights (Albedo actually means something like, reflection value of light off materials… coal is around 0, snow is nearly 1 on the albedo scale) I started work
Albedo: Eyes from Outer Space changes
changedBeam us up, Scotty!!!! Albedo's ready to conquer the universe! (I hope) Game Connection 2013, Paris. In early December, Ivan flew to France with the alpha version of Albedo installed on his laptop. He showed the game to a lot of people, and discovered that yes; Albedo was a good name, befitting the personality of the game. Interest in the game was really strong. Anyway, our interest was to keep our ‘indie’ nature as much as possible but at the same time, we wanted to find someone helping us to fulfil a very important role for the game: publishing. As we don’t live in Wonderland, where easy-ways-to-do-things are possible, we knew absolutely that we needed someone to work on this with us. At Game Connection, you have a meeting-app helping you organize a sort of speed-dating setup between developers/buyers/publishers/journalists and so on. Often, you can’t decide the schedule of your meetings. Well, the very first meeting for Ivan was with Merge Games! Ivan met Luke and Joanne Keighran at the 9:00 a.m. of the first day of Game Connection. Showed them Albedo; they said WOW. Ivan, Joanne and Luke previously met, in the European Game Connection the previous year. The meeting was, once again, the first one of the agenda! It’s destiny… Business is business; but not completely. It is very important when you work with someone to develop a business; to trust your partner completely. But, before you complete your business, you can’t know for certain if something bad will happen. So, we follow our instincts a lot, the money comes after, what’s important are the Good Vibrations! Well. We picked up very good vibrations with Luke and Joanne! They evaluate the project (thanks Mr. James de Silva!!!) and found it interesting; we cut straight to the point and made a publishing agreement. They visited us in Bologna after some weeks, they tasted some very good tortellini (wonderful kind of pasta of Bologna) and wonderful Scottish whisky! Merge Games is an independent publisher, spending a lot of time, attention and resources on every game. So, I can tell you, we really worked together well on the game, deciding a lot of things together. So, the Albedo team was done! It was springtime.... birds were singing on the trees… flowers growing in the fields… and me in my neon-lit-office developing ALBEDO! So romantic! I was working 24.5 hours per day to complete the game. A game not for casual gamers, as enigmas are not easy, the game structure itself is not so easy. Yes, it’s quite linear, but I’ve put a lot of different genres in my game. There’s a lot of improvisation. As I said previously, the beautiful thing about being a one-man-dev-team is that you can plan things, and decide what to do very quickly. It is a very creative way to work. To be as quick as possible, while deciding things and implement them in the game, I created, in ALBEDO, a scripting language; something like SCUMM (someone out there remembers Monkey Island, right? :) ) Something like this: So, I was able, for example, to get drunk, have crazy ideas, and implement it immediately! Umm… honestly, I don’t get drunk often. I’m a geeky good fellow! As I wanted to give Albedo a particular visual style, with a lot of colours, grunge and warm lights (Albedo actually means something like, reflection value of light off materials… coal is around 0, snow is nearly 1 on the albedo scale) I started work
Beam us up, Scotty!!!! Albedo's ready to conquer the universe! (I hope) Game Connection 2013, Paris. In early December, Ivan flew to France with the alpha version of Albedo installed on his laptop. He showed the game to a lot of people, and discovered that yes; Albedo was a good name, befitting the personality of the game. Interest in the game was really strong. Anyway, our interest was to keep our ‘indie’ nature as much as possible but at the same time, we wanted to find someone helping us to fulfil a very important role for the game: publishing. As we don’t live in Wonderland, where easy-ways-to-do-things are possible, we knew absolutely that we needed someone to work on this with us. At Game Connection, you have a meeting-app helping you organize a sort of speed-dating setup between developers/buyers/publishers/journalists and so on. Often, you can’t decide the schedule of your meetings. Well, the very first meeting for Ivan was with Merge Games! Ivan met Luke and Joanne Keighran at the 9:00 a.m. of the first day of Game Connection. Showed them Albedo; they said WOW. Ivan, Joanne and Luke previously met, in the European Game Connection the previous year. The meeting was, once again, the first one of the agenda! It’s destiny… Business is business; but not completely. It is very important when you work with someone to develop a business; to trust your partner completely. But, before you complete your business, you can’t know for certain if something bad will happen. So, we follow our instincts a lot, the money comes after, what’s important are the Good Vibrations! Well. We picked up very good vibrations with Luke and Joanne! They evaluate the project (thanks Mr. James de Silva!!!) and found it interesting; we cut straight to the point and made a publishing agreement. They visited us in Bologna after some weeks, they tasted some very good tortellini (wonderful kind of pasta of Bologna) and wonderful Scottish whisky! Merge Games is an independent publisher, spending a lot of time, attention and resources on every game. So, I can tell you, we really worked together well on the game, deciding a lot of things together. So, the Albedo team was done! It was springtime.... birds were singing on the trees… flowers growing in the fields… and me in my neon-lit-office developing ALBEDO! So romantic! I was working 24.5 hours per day to complete the game. A game not for casual gamers, as enigmas are not easy, the game structure itself is not so easy. Yes, it’s quite linear, but I’ve put a lot of different genres in my game. There’s a lot of improvisation. As I said previously, the beautiful thing about being a one-man-dev-team is that you can plan things, and decide what to do very quickly. It is a very creative way to work. To be as quick as possible, while deciding things and implement them in the game, I created, in ALBEDO, a scripting language; something like SCUMM (someone out there remembers Monkey Island, right? :) ) Something like this: So, I was able, for example, to get drunk, have crazy ideas, and implement it immediately! Umm… honestly, I don’t get drunk often. I’m a geeky good fellow! As I wanted to give Albedo a particular visual style, with a lot of colours, grunge and warm lights (Albedo actually means something like, reflection value of light off materials… coal is around 0, snow is nearly 1 on the albedo scale) I started work