Wowsers, 2013 is nearly over? What a crazy, busy and fun year we’ve had, eh? We’re all super tired, and in need of a good break, which is lucky because IT’S CHRISTMAS!
Thank you all for your support this year, as always. We’re all so incredibly happy that so many of you enjoyed Tearaway, we’ve been pretty overwhelmed by all the lovely things you’ve had to say about it, thank you so much!
What will next year bring? Hopefully some news on our next project, oh yes, but first a rest.
Last year we gave the Tearaway Papercraft Elk a little festive makeover, and we thought you might enjoy it once again - Once made, we think it makes for a rather unique Christmas ornament!
So grab your scissors and glue, and build yourself a Tearaway Reindeer to add some Christmas sparkle to your home - the pattern is here.
Download the Tearaway Papercraft Reindeer.
We’d also like to inspire you to create some festive snowflakes in Gibbet Hill. Here’s some examples to get you started!
If you do happen to make a snowflake or a Reindeer, please send us a picture to our twitter account - @tearawaygame - and don’t forget to upload pics to Tearaway.me That goes for any festive Tearaway things you make!
Merry Christmas folks,
Love and kisses, Mm xxx
The folks from Polygon followed us around for a while, and put together their various findings into this huge making of Tearaway article. It’s a story about the history of the game, and how it grew from the splendidly weird thing that it used to be, to the splendidly weird thing it is today!
Crowle, using his ability for describing things simply, summarizes Tearaway’s development in three acts.
Act 1, he says, was a mix between a dungeon crawler where players attack enemies and loot their remains, and the classic arcade game Qix where players cut out sections of the floor. In practice, that meant players used their fingers to cut out Sandpit’s ground, with Vita’s camera showing a real world video feed below it. So players would cut out the ground around an enemy, and the enemy would “fall out of the game,” at which point players would “unlock” them and be able to make them in papercraft form outside the game.
The project’s second act, says Crowle, came with two big ideas: The team added a character in the world who could run around the player’s fingertips, and gave the game a new open world role-playing structure. For much of this period, the game took on the name “Uncovery.”
Crowle, always looking for visual ways to explain things, wrote and animated a comic book showing how it would work. An “adventurer” with a boxy look and a camera around his neck would explore the world, find animals to ride, take photographs of the world and earn experience by snapping shots of specific items.
Read the full article over on Polygon