It was to become more than just a simple port of our debut project Pressure, and it quickly evolved into a full-time project that posed new challenges for our team at Chasing Carrots.
In the summer of 2017 we released our fun-racer Pressure Overdrive, the definitive version of our debut Pressure from 2013. Both games form the framework of the creation and development of our studio itself, from day one to right now. It was an exciting journey, albeit a rocky one, along which our team learned a lot and acquired a wealth of experience. We’d like to share these experiences, and in doing so we not only want to provide a look at the actual development of Pressure Overdrive but also to discuss what was crucial to the process.
Welcome to another overview of the design process for Good Company!
Managing a small or big company that manufactures robots in all variations and sizes means you also have to manage a lot of different products, intermediate goods, and materials. As a player of Good Company, you want to have a good overview of the items in your inventory to efficiently produce, research and create. Since production starts on a very basic level, where employees can combine plastic cases with wheels and batteries, and possibly ends with complex and specialized machines, the items you have to deal with might vary significantly in size and complexity. Therefore, we wanted to create a style for the representation of those items that show a good compromise between the abstract function of certain items and detailed visual representation of others.
It is easier to promote a new game if you have interesting screenshots and a catchy cover image. So I began planning what would be the first version of a key visual for our new game “Good Company” about three weeks ago. To come up with a good concept I first gathered reference from the game itself and from inspirations we had defined in the very early stages of the project. It was important for me that the final image would be a representation of the game and its looks but also introduce a slightly new aesthetic for possible graphics and advertisement images inside the game. The visual style of images that “lives” in the game, so to speak.
New year, new introduction 🙂 Sebastian joined our merry team at the beginning of December and dived right into a huge pile of tasks, so we had to postpone his presentation here for a while. Almost two months later, he has fully transformed into a true Carrot and perfectly contributes his various skills, which span from art to science. Glad to have you on board! Now tell us a little bit more about you…
Hello, everyone! Our core team introduction round comes to an end, for now. With a great final chord, so to speak. Not only is Dominik one of our studio’s founders, he’s also a person of interest in other regards. Cultivating the spiciest chilis around, growing bonsai trees or building nice gadgets with Raspberry Pis… his love for experiments is seemingly endless. Read along to find out more about him, and make your Carrot deck even more powerful with this card.
Today I would like to recommend some great books about game development and the developers behind it:
- Blood, Sweat, and Pixels (Jason Schreier)
Jason Schreier’s book about recent games is by far one of the best books on how tough making games can be. Read More
I’m delighted to introduce to you one of the earliest members of the Carrots team. Daniel is a curious phenomenon. Although originating from Stuttgart’s countryside, he has learned to grasp surprisingly complex technological matters. Thus, through his expertise in electronics and his mastery of 3D modeling, he is considered a higher being in his home village. Want to convince yourself? Then check out the following interview, and his portfolio.
Today, we lift the curtain for our producer Josef. He had to hold himself back a little, though. Otherwise, his Carrot Card would have been buried under heaps of information, since his interests are manifold. Do you want to know the most recent news of the industry? Ask him. Do you need advice on how to cook a delicious meal out of seemingly ordinary ingredients? He’s the man. Let’s look forward to future blog posts by Josef, but first… enjoy this interview.
Before a game idea is born, there’s void. Then there come thoughts and words. Spoken, written, clustering to concepts . But at some point, creation wants to get visible, develop shape, color, and detail. How is this new world going to look? She is usually the first to answer. Today, the Artist is present, with Chantal providing answers about herself. After a long break, it’s about time you expand your Carrot card decks. Btw: if you are interested in her off-game art – and you should be – check it out.