Items tagged with 'Elk'
Tearaway is a game set in a papery world, which means that if you wanted to, you could craft the entire game from paper in the real world – and that’s exactly what we hope people will do!
To help you along your way, we’ve filled the game will collectable papercraft plans, which you can unlock as you journey through the world. As you play, you’ll come across creatures, plants or objects that appear to be drained of their colour. Taking a picture of them with your character’s in-game camera restores their colour, and unlocks their plan.
Each plan has various different skins – blank ones, or colourful ones, so you can either make something that looks like it does in the game, or customise them to look completely different and unique to you.
The plans will be accessed on our community website, where you’ll find everything you’ve unlocked so far, and from here you’ll be able to print them out, make them, and fill your house with papercraft!
The journey doesn’t end there though. Once you’ve made your papercraft model, you can upload a picture of your creation to the website to share it with the world, and you can browse everyone else’s models to get inspired.
Get your scissors and glue ready for Tearaway’s release on 22nd November! In the meantime, feel free to get practising on the plans we’ve released so far, and check out some of the incredible community creations already being made, over on tearaway.mediamolecule.com
We’re nearly done with 2012, and the festive season is upon us. But before we all hang up our socks for Santa and take a break for a few weeks, we wanted to wish all of you a very merry Christmas!
It’s not much, but we’ve got you all a little Christmas pressie, ooh excite! To give you all a little creative challenge, perfect for the holidays, we’ve given the Tearaway Papercraft Elk a little festive makeover! Once made, we think it makes for a rather unique Christmas ornament, take a look…
So grab your scissors and glue, and build yourself a Tearaway Reindeer to add some Christmas sparkle to your home - the pattern is here. If you do happen to make one, please send us a picture to our twitter account - @mediamolecule - or post them in the comments below, so we can collect them all for a nice festive gallery.
Thank you all for your continued support of us and our games, and for the constant friendly smiles. It’s been a fairly quiet year from us this year, but next year you’ll be hearing a lot more from us, oh yes!
Merry Christmas you lot,
Love and kisses, Mm xxx
Download the Tearaway Papercraft Reindeer.
We’re constantly trying to think about how to share more details on the development of our games with the rest of the world, to show how we work, and how the games are coming along. So far we’ve not been particularly successful at this, it is after all quite a hard nut to crack, as traditionally game content is kept under lock and key, and polished until ready.
We thought we’d try our hand at some development diaries, starting with this written one, and hopefully taking the conversations through to our podcasts, and maybe some video diaries too.
We’d very much liked to evolve these to share as much as we are able to, and to discuss the development of our games in a depth people feel interested in reading about, so please let us know your thoughts on what you’d like to hear us talk about.
So, what have we been up to since we announced the game, and where are we now? Let’s ask Tearaway’s Producer Michelle Ducker!
Back in early August on the eve of Gamescom in Germany, a small group of Molecules sat in the audience of the Playstation Conference after spending a full day in rehearsals. It was an incredibly emotional and nerve-wracking experience, and a very special moment for the whole team. This was where we were going to reveal what we had all been working on for the last year and a bit, our next game, our new IP; Tearaway.
The moment Jim Ryan began introducing Rex and Alex was terrifying. Lots of buzzing questions and worries began circling in our minds;Will the game crash? Will it do something weird and unexplainable? Will there be time to grab the back-up Vita we’ve prepared that was sitting on the side of the stage? Will it go horribly wrong? Live demos are always a risk… Gulp!
Back at Mm Towers in Guildford, the rest of the team were crammed around a TV set watching the live stream of the event as it was happening, possibly thinking the same things. Looking back this all must have been a very new feeling for most of the team - I can imagine the anxious excitement that they must have all been feeling at that moment, especially for our rocking QA team, who were working right up until the line with us on the Friday before the event, getting the stage build ready for this day. All in all, the experience of taking this little concept and getting it to the point where we are demo’ing it onstage at a major games event was pretty epic and extremely overwhelming.
Well, it’s been a few months now since that tense and exciting moment at Gamescom, and it might seem that we’ve been super quiet over at Mm Towers, but we haven’t! For the Tearaway team it’s been non-stop. We came out of the announce highs beginning to tackle a lot of the key areas of the game we felt weren’t strong enough, and focusing on the bits that will become the foundations for us to build an entire game upon.
We’ve had quite a few jamming sessions whilst making this, the first being the god-like powers, and then post Gamecom we spent time on Iota’s abilities and how they developed during the paper adventure. The Jamming process involved the whole team writing a big list of all the things that they wanted to try out, all the ideas we had, and then people would go off to work on them either alone, or partnering up with others to try stuff out. We would review the prototypes like daily, and critically figure out which ones were fun, and more importantly, strong enough to make it into the shortlist for our next epic challenge, building out first game theme!
Lots of really cool stuff came out of the little jams we’ve had along the way, as well as a lot of really whacky and crazy ideas that didn’t quite make it in. It’s funny because throughout this time you really get a sneak peek into the minds of our design and gameplay teams, the results could be genius, hilarious, and at times… disturbing! It’s our favourite way to work together, and it brings out the best in each person in the team. I’m looking forward to showing some of these experiments at some point!
So…what does this all mean? We’ve set ourselves a very key milestone for a few weeks from now, by which time we aim to produce our first fully playable game theme, one that will form the framework and basis for the rest of the game to be built upon. It’s an exciting time for us and there’s lots more to do.
The game theme we’re building is a marooned island in a lake of glue, where something fishy is going on. We don’t want to say much more than that right now, as with any luck we’ll be showing more of it before the end of the year, and we don’t want to spoiler people too much… teasing is way more fun!
We’re looking good for our milestone, the underlying technology, visuals, animation , audio and gameplay for the theme are well underway, and in building the whole area we hope to find the answers to many questions we’re still asking ourselves about the rest of the game!
Thanks Michelle! If you’d like to hear a little more on the post announce highs and the things we’ve been working on, you can tune into the most recent Mm Podcast.
We’re very much looking forward to showing you more soon, and hopefully keeping these dev diary conversations alive. If you have any thoughts about what you’d like to see us talk about, perhaps in more detail, then let us know - we’re open to suggestions! For now, we’ll leave you with a teaser…
Whilst most concept art is traditionally sketched with pencils or rendered on computers, a lot of ours is made from cutting out and folding pieces of paper. We pulled together all the scraps and half made bits and pieces from around this cutting mat, to give you a little teaser of some of the things we are working on for this big milestone. Look out for them when we reveal it for real!
Next week we’ll be heading up to GameCity in Nottingham! We can’t show much of Tearaway yet I’m afraid, it’s too early, but as Tearaway’s art style is very papery, we’ve been playing around and making lots of things with paper recently, and we thought you might like to too…
That’s why we’ll be taking up a big bag of craft materials and hosting a Tearaway Papercraft Elk building session!
All day on Tuesday 23rd (10am - 5pm) you’ll be able to find us in the Old Market Square , and we’ll have everything you’ll need to customise and make a Tearaway papercraft Elk, along with some nice scenery to photograph it in too. Hope to see some of you there!
Last week we announced our new game Tearaway) and alongside it we gave out the plans to make your very own papercraft Elk friend, as seen in the trailer.
We knew you were a creative bunch, but it’s really rather wonderful to see how many of you decided to take on the challenge. We’ve been sent so many pictures of your Elks and pieces of fan art in such a short space of time, that we’re rather overwhelmed! I mean, just look at all these Elks, so colourful and friendly…
We love them so much we’ve printed them out to put on the wall here at Mm Towers, but there’s still plenty of room to fill up, so how about getting the scissors and glue out and giving it a whirl? It’s much easier than it looks!
If you do make one, or if you’ve made an elk and you don’t see it above, please send (or resend) it to us on twitter (@tearawaygame) so we can add it to our virtual and real life galleries. Next challenge: someone make a giant one please!