23 déc. 2014
I Am Bread - OliverAge24
We're giving all of you breads the opportunity to name the achievements!

Check out our latest Bread Diary for more details:

https://www.youtube.com/watch?v=nZO_gDFv-8s
23 déc. 2014
I Am Bread - OliverAge24
We're giving all of you breads the opportunity to name the achievements!

Check out our latest Bread Diary for more details:

https://www.youtube.com/watch?v=nZO_gDFv-8s
22 déc. 2014
I Am Bread - OliverAge24
Iain Gillespie

@Gillespionage

3D Artist @bossastudios

As a 3D Artist for a game like I am Bread, you could be forgiven for thinking my job would entail simply making a long list of real world objects, one by one, until I was done.

You’d be wrong however!

I have to participate in every aspect of game development, from concepting, modelling, rigging, and animating, all the way to their implementation in the engine. It’s the later half of this experience that makes working on a game like this so much fun.

Using software such as Unity (the one we use) and Unreal is a great way to develop and both have free versions and great support for noobs. Having a team of coders at your disposal obviously makes it easier to get your work in game but for aspiring Artists it’s completely possible to implement artwork directly into the engines without the need for code support, a great way to get real-world experience.

Being able to come up with an idea for a fun item in the game and then quickly build it and implement it is such a satisfying thing.

The rocket for example came from a discussion with @Imrejele about how it’d be to fun to fly around the room on one and although it wasn't on my list of things to model originally I quickly built one and put it into the game. I used a few scripts from other assets to get it flying and we were away!

It was a nice little surprise for the team to see this new toy appear in the game and it is now a permanent fixture. It was especially fun for Imre to see himself in the ship :o)



Whether you are a Environment artist, UI artist, or Animator, I can’t express enough the joy and satisfaction that being able to get these this into a game gives me.

Other than making assets for the game, one of my other jobs is making the assets you've seen on Steam and the YouTube Thumbnails.



So it’s good times working on I AM BREAD. I'm looking forward to making more levels and more toys for you guys to play with and DESTROY!
22 déc. 2014
I Am Bread - OliverAge24
Iain Gillespie

@Gillespionage

3D Artist @bossastudios

As a 3D Artist for a game like I am Bread, you could be forgiven for thinking my job would entail simply making a long list of real world objects, one by one, until I was done.

You’d be wrong however!

I have to participate in every aspect of game development, from concepting, modelling, rigging, and animating, all the way to their implementation in the engine. It’s the later half of this experience that makes working on a game like this so much fun.

Using software such as Unity (the one we use) and Unreal is a great way to develop and both have free versions and great support for noobs. Having a team of coders at your disposal obviously makes it easier to get your work in game but for aspiring Artists it’s completely possible to implement artwork directly into the engines without the need for code support, a great way to get real-world experience.

Being able to come up with an idea for a fun item in the game and then quickly build it and implement it is such a satisfying thing.

The rocket for example came from a discussion with @Imrejele about how it’d be to fun to fly around the room on one and although it wasn't on my list of things to model originally I quickly built one and put it into the game. I used a few scripts from other assets to get it flying and we were away!

It was a nice little surprise for the team to see this new toy appear in the game and it is now a permanent fixture. It was especially fun for Imre to see himself in the ship :o)



Whether you are a Environment artist, UI artist, or Animator, I can’t express enough the joy and satisfaction that being able to get these this into a game gives me.

Other than making assets for the game, one of my other jobs is making the assets you've seen on Steam and the YouTube Thumbnails.



So it’s good times working on I AM BREAD. I'm looking forward to making more levels and more toys for you guys to play with and DESTROY!
I Am Bread - OliverAge24
https://www.youtube.com/watch?v=--Lm07Buzw0

This is what we're working on next!

*Contains a super secret and very hidden message*
I Am Bread - OliverAge24
https://www.youtube.com/watch?v=--Lm07Buzw0

This is what we're working on next!

*Contains a super secret and very hidden message*
12 déc. 2014
I Am Bread - OliverAge24
Henrique Olifiers
@Olifiers
Gamer-In-Chief @bossastudios

‘How does bread sound when it’s riding a rocket?’ -- That’s one of the many questions I’m now proudly able to answer, it seems, thanks to the chance to create the sound effects for I Am Bread. Not sure it will make me centre of attention at parties but, hey, it’s a skill nonetheless.

It all started with a small flaw at the studio: the lack of a dedicated SFX professional. All of our games to date had sound made by external professionals, and it worked pretty well. But unlike Surgeon Simulator, for instance, I Am Bread is very much work in progress, changing every day, so commissioning sounds was not an option as it would create too much back and forth.

So, I naively volunteered without really knowing what I was getting into, but nothing new here: this is what we do on a daily basis as game developers, after all.

We wanted something original for the game, with texture, realistic. The first step was rule out a soundproofed studio and use true environments, recording the sounds in similar conditions to those taking place in-game. It’s not as elegant, but the trade-off from purity to context seem to have worked. The side effect, of course, is a flat in a sorry state just like the one you end up with in the game.

Case in point, this is my kitchen during one of the recording sessions: “Images speak louder than words” taken to a new level.



Some SFX were trickier than others: how does a bowling bowl hitting a 80's TV set sound like? Here I fully admit the cheapest of improvisations with a crate of Nerf guns filling in until I'm able to source both a TV and a bowling ball next. Yep, we’ll do that shortly. For real. All in the name of Bread’s Toasted Greatness.



See the Vine: http://vine.co/bd83f233-4e8b-4d60-81ae-ba312647e50a

The game still has huge sound gaps to fill, from the trivial such as the skateboard and hairdryer, to the absurdly mental in the new levels the team is brainstorming, but no challenge will be too great to face, and explosions are sure to be involved at some point.

The latest update made the sound in the early levels much better. If you try the game again you’ll surely notice the improvements, particularly on glass materials. We’ll keep at it with every update, making the game sound awesome and original, just like the main theme.

And speaking of originality, we've added a cowbell. Because as Bruce ‘ Walken’ Dickinson once said, ‘I got a fever, and the only prescription is more cowbell!’ So there you go.
12 déc. 2014
I Am Bread - OliverAge24
Henrique Olifiers
@Olifiers
Gamer-In-Chief @bossastudios

‘How does bread sound when it’s riding a rocket?’ -- That’s one of the many questions I’m now proudly able to answer, it seems, thanks to the chance to create the sound effects for I Am Bread. Not sure it will make me centre of attention at parties but, hey, it’s a skill nonetheless.

It all started with a small flaw at the studio: the lack of a dedicated SFX professional. All of our games to date had sound made by external professionals, and it worked pretty well. But unlike Surgeon Simulator, for instance, I Am Bread is very much work in progress, changing every day, so commissioning sounds was not an option as it would create too much back and forth.

So, I naively volunteered without really knowing what I was getting into, but nothing new here: this is what we do on a daily basis as game developers, after all.

We wanted something original for the game, with texture, realistic. The first step was rule out a soundproofed studio and use true environments, recording the sounds in similar conditions to those taking place in-game. It’s not as elegant, but the trade-off from purity to context seem to have worked. The side effect, of course, is a flat in a sorry state just like the one you end up with in the game.

Case in point, this is my kitchen during one of the recording sessions: “Images speak louder than words” taken to a new level.



Some SFX were trickier than others: how does a bowling bowl hitting a 80's TV set sound like? Here I fully admit the cheapest of improvisations with a crate of Nerf guns filling in until I'm able to source both a TV and a bowling ball next. Yep, we’ll do that shortly. For real. All in the name of Bread’s Toasted Greatness.



See the Vine: http://vine.co/bd83f233-4e8b-4d60-81ae-ba312647e50a

The game still has huge sound gaps to fill, from the trivial such as the skateboard and hairdryer, to the absurdly mental in the new levels the team is brainstorming, but no challenge will be too great to face, and explosions are sure to be involved at some point.

The latest update made the sound in the early levels much better. If you try the game again you’ll surely notice the improvements, particularly on glass materials. We’ll keep at it with every update, making the game sound awesome and original, just like the main theme.

And speaking of originality, we've added a cowbell. Because as Bruce ‘ Walken’ Dickinson once said, ‘I got a fever, and the only prescription is more cowbell!’ So there you go.
11 déc. 2014
I Am Bread - OliverAge24
Hello everyone!

https://www.youtube.com/watch?v=z04vAAr2Pis
Thank you for joining us through Early Access to help shape this game into the beautiful piece of toast we all know it will become!

We've really appreciated all of the feedback, suggestions, videos and artwork that you've been sharing with us so far and can't wait to see what else you come up with!

Today is good day to be Bread - We're excited to announce our first update!

New features and improvements:

  • Camera sensitivity slider added
  • More sound effects on objects
  • Music is no longer positional
  • Mouse pointer is now only displayed in menus when using controller
  • Lights now toast the bread
  • Rocket now toasts the bread
  • Oven now toasts the bread
  • Glasses and bottles are now breakable
  • The ants are faster (more obviously hazardous)
  • Keyboard is now configurable
  • Controller improved for UI
  • Improved toasting feedback
  • Grading rebalanced to be fairer
  • Jam less sticky, to avoid getting completely stuck
  • Jpg and GIF sharing now working
  • UI improvements
  • Improved lighting for high visual quality settings
  • Various bugs fixed
  • Adjusted the grip meter

If you want to join us on facebook, twitter or in the steam forums, we're always bready for a conversation and would love to hear your feedback and thoughts!

We're also pleased to announce the launch of Bread Dairies, our new video series discussing updates, community news and all things Bread.

Stay toasty,
I am Bread Team // Bossa Studios
11 déc. 2014
I Am Bread - OliverAge24
Hello everyone!

https://www.youtube.com/watch?v=z04vAAr2Pis
Thank you for joining us through Early Access to help shape this game into the beautiful piece of toast we all know it will become!

We've really appreciated all of the feedback, suggestions, videos and artwork that you've been sharing with us so far and can't wait to see what else you come up with!

Today is good day to be Bread - We're excited to announce our first update!

New features and improvements:

  • Camera sensitivity slider added
  • More sound effects on objects
  • Music is no longer positional
  • Mouse pointer is now only displayed in menus when using controller
  • Lights now toast the bread
  • Rocket now toasts the bread
  • Oven now toasts the bread
  • Glasses and bottles are now breakable
  • The ants are faster (more obviously hazardous)
  • Keyboard is now configurable
  • Controller improved for UI
  • Improved toasting feedback
  • Grading rebalanced to be fairer
  • Jam less sticky, to avoid getting completely stuck
  • Jpg and GIF sharing now working
  • UI improvements
  • Improved lighting for high visual quality settings
  • Various bugs fixed
  • Adjusted the grip meter

If you want to join us on facebook, twitter or in the steam forums, we're always bready for a conversation and would love to hear your feedback and thoughts!

We're also pleased to announce the launch of Bread Dairies, our new video series discussing updates, community news and all things Bread.

Stay toasty,
I am Bread Team // Bossa Studios
...

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