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Posts Tagged ‘iPhone’

Free NinjaBee Games

To counteract the whining (which was nice to purge, to be sure, but not really constructive), there’s this great news from the company I work for, NinjaBee Studios:

Free NinjaBee Games

It’s today only, and iPhone only, but hey, free games are free games!  Also, I worked as the primary artist on these games.  They are ports, so most of what I did was reduce poly count and texture sizes (including redesigning some models to look good with minimal art assets), but I also did some brand new UI work.  These are *my* babies, in a way, and it’s nice to see them get out there and have fun.

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I wrote about this earlier, and now it’s officially released!  Kaloki Adventures has made its way to the iPhone App Store, and is now on sale until Friday.  It’s a sweet game of resource management with a side of zany humor.

I was one of the artists for this game, which is technically a port of the earlier XBox Live title Outpost Kaloki X.  It was a fair bit of work to port it, and we describe it a bit on the company blog here (I wrote the art part):

iPhone Lessons

It’s on sale, it’s cheap, it’s good, and there’s a demo.  If you have an iPhone, please check it out!

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If you are one of those intrepid trendy souls who own an iPhone, you can check out the latest game that NinjaBee has released (these are the guys I work for when I’m not a caped superhero fighting crime in Megatropolis… er…):

Kaloki Adventures

It’s a port of Outpost Kaloki X for the XBox, which itself was a port of Outpost Kaloki, originally for the PC.  It took some shoehorning to make the game work on the iPhone, but I think it was well worth it.  It’s a great little tycoon game, with some quirky, fun characters.  (The Love Story is my favorite expansion.)

I could wax long and winded about the art side of the game (that I spent a lot of time with), but perhaps I’ll just refer you to our company blog post on the development of the game over here:

iPhone Lessons

And hey, if you do try it out or buy the game, please let us know what you think of it.

Thanks!

Oh, and if you have questions on the art, I’d be happy to talk about what we did and how… as long as it’s not proprietary information.  Working in games always means doing more with less (we don’t have the luxury of Pixar-level render farms and making one frame a week), but this particular project really pushed what I thought I could get away with when it comes to making things work.  Previously, I’ve worked on PS2 and XBox360 hardware, so this was a bit of a change.  It was a lot of fun, making things work with an almost minimalist approach.

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