Our latest endeavor at Total Eclipse is a puzzle game for iOS devices, titled A Clockwork Brain. It’s a spin-off from our very successful Hidden Object/Adventure series, The Clockwork Man and we’re about to release it in the coming weeks.
There came a point in the production of the game that we decided it was time to move from the prototype graphics we’d been using until then, to the final ones that we had envisioned.
That meant that we had to look for an artist, who would be working remotely, full time on the illustrations and UI elements that were needed for the game. Since this task
was to involve a freelancer, I decided to place an ad and wait for the right person to
come by. Continue reading
Today I’m going to talk about the way we work with assets here at Total Eclipse. This first post on asset management will discuss quality, forward planning, and balance.
This article was originally posted at Gamezebo.com on Aug. 30th, 2010. We have since updated some of the images and text.
The birth of The Clockwork Man World
Think London, England, turn of the 19th century. You are walking down glistening wet streets dressed in your best Sunday dress (or gentlemen’s suit). Something momentarily blocks the sun; you glance up and see a commercial zeppelin flying above, probably bound for Heathrow. The world of The Clockwork Man is much like our own, and yet not. It is filled with wonders of Steampunk fiction, where the ingenuity of the industrial revolution blends with futuristic steam-powered machines. An amalgam of anachronistic technology, Victorian values, fashion and décor makes up this familiar and yet fictitious world that had never been attempted in a casual game before. Back in 2008, creating something like this was quite a challenge (and risk) for us in Total Eclipse.