interview

Karma. Incarnation 1 Interview with Andrey Sharapov

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karma Andrey Sharapov, CEO & Producer for AuraLab is currently working with his team on Karma. Incarnation 1. A "Classical 2D point-n-click psychedelic adventure, permeated with original humor and mind blowing puzzles." but what caught our eye was the dark and spooky world that is held within a vibrant and colourful environment.

We asked Andrey a couple of questions to find out a little more about Karma. Incarnation.

1. Their soundtrack is great, how did they come up with that style of music? John Kukaryamba (from Zmeiraduga band) is a friend of Alexander Kuvshinov (our art director and inspirer), so they knew each other for quite a long time before we started this project. When I listened to the music that Alexander chose for the game - I said that it’s the best choice for our vision, I really like the music of Zmeiraduga band too, so we never had any real doubts about it

2. What’s the deal with the full stop in the name?

The full stop after the name is there because the game’s planned as a series – nothing exciting really. So, for example, the next in the series will be Karma. Incarnation 2 – but future titles may still use the Karma. name, as long as they’re interconnected within the same gaming world we’ve created.

3. Like the visual style. What influenced the character's design, and why was black chosen as the predominant colour for the foreground and characters?

It’s a question for our art director and ideologist Alexander Kuvshinov, I think he has some kind of astral vision, like Pip and he takes images straight from the cosmos or astral world =)) And a some of sources of hi inspiration was the animated series by Zumbakamera and Adventure Time.

4. The game has a very original storyline, combined with unusual gameplay mechanics. What inspired you to come up with this game?

Good question, the games of studio Amanita Design I think, such as Botanicula and Machinarium. We all just love to play these kinds of games and decided to create the game we all dreamed of. I can count all of the good point-n-click adventures published in the last 5 years on one hand, and all of them have great commercial success.

5. We like our retro games on BlastProcess.com, but which did you prefer…Megadrive…or SNES?

Super Nintendo =)

Thanks to Andrey for taking the time to chat with us. andrey

You can find Karma. Incarnation 1. on  Steam Greenlight and show your support on IndieGOGO.

[youtube https://www.youtube.com/watch?v=hGw4sGVju4U&w=560&h=315]

Salvaged ramps up production - support at kickstarter

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salvaged logo Salvaged launches on Kickstarter! You can see Dave's article right here surrounding our thoughts on the game, along with our video interview that was filmed at this years Gadget Show Live.

Opposable Games ramps up production on dual-screen IP Salvaged following positive showing at GDC and EGX Rezzed

Monday 7th April 2014, Bristol, UK. Experienced indie development studio Opposable Games today announces that it is stepping up production of its dual-screen original IP Salvaged, following a highly successful showing at GDC and EGX Rezzed in March. The real-time tactical action game for PC is set in a deadly sci-fi universe and features unique dual-screen play, powered by Opposable's proprietary OneTouchConnect technology. Preview builds are now being made available for the first time.

Described by GameZone as “one of the smartest tactical action games we've seen since X-COM” and by Eurogamer as “a cool, multi-screen take on the tactical action genre”, Salvaged is now slated for an Early Access release in June 2014 and a full release in Q4 2014. The game lets players take command of a Remote Interstellar Salvage Crew (RISC) as they explore and fight their way through abandoned space hulks in a procedurally generated, infinite universe. As the RISC Commander, the player directs the action using their tablet or smart phone while experiencing the impact of their orders through the eyes of their squad on the main screen. This unique dual-screen control system is the core of the game experience, combining the flexibility and intuitiveness of a touch screen with the intensity and immediacy of a modern PC title.

The game idea was originally conceived in 2012 following the release of Opposable's award-winning dual-screen racing game Clockwork Racers. Driven by the belief that multi-screen gaming can be a powerful and engaging experience, the studio has taken a disciplined and focused approach over the subsequent two years to build a team with the size and experience to tackle development on Salvaged. Running in parallel, it has also used its successful work-for-hire portfolio to fund creation of its cross-platform device connection technology OneTouchConnect.

Late in 2013, Salvaged won out against stiff competition in the IC Tomorrow second screen contest run by the Technology Strategy Board and backed by Sony. This initial injection of funding and support is enabling comprehensive user testing and the integration of face tracking technology to hone the gameplay, ensuring that both screens play an integral role in the player's experience.

Committed to sharing their learning through development and encouraging others to embrace multi-screen games, Opposable have worked closely with a number of developers and have also made OneTouchConnect available via the Unity Asset Store.

Recent feedback from the press and public has shown a strong interest in both the game concept and the technology, as MD Ben Trewhella explains: “The response we received to the game at GDC and Rezzed was overwhelming so we're confident that the time is right to ramp up production. We've believed in the potential of multi-screen gaming for many years but it was really rewarding to see so many of the public so enthusiastic about both the technology and Salvaged itself. We're looking forward to sharing the finished game with our fast-growing fan-base.”

opposable gamesCommitted to sharing their learning through development and encouraging others to embrace multi-screen games, Opposable have worked closely with a number of developers and have also made OneTouchConnect available via the Unity Asset Store.

Recent feedback from the press and public has shown a strong interest in both the game concept and the technology, as MD Ben Trewhella explains: “The response we received to the game at GDC and Rezzed was overwhelming so we're confident that the time is right to ramp up production. We've believed in the potential of multi-screen gaming for many years but it was really rewarding to see so many of the public so enthusiastic about both the technology and Salvaged itself. We're looking forward to sharing the finished game with our fast-growing fan-base.”

To support its new development schedule and to enable more of the team to move their focus away from work-for-hire, Opposable are also announcing today that they're launching a crowd-funding campaign for the game on Kickstarter which will go live on Monday 14th April.

For more information on Salvaged, please visit www.SalvagedGame.com, or follow the game via social media at: Twitter: @SalvagedGame, Facebook: www.facebook.com/SalvagedGame For more information on Opposable Games, please visit www.OpposableGames.com To support the Salvaged Kickstarter campaign, please visit the official campaign page here: salvagedgame.com/pledge