My name is Ani and I am part of the GCC team. My job is creative, branding, marketing and GCC’s business development.
A witch please tale
The story I want to tell today is about our last team project. A game. A Demo Game. You got it right. We are no game studio, but a mere platform for making and baking games. so in order to demonstrate the capabilities of the platform, we need to prove our innovation, that is to change the game networking world.
Most game studios are accustomed to the slow and poor networking so badly, that they refuse to believe that a small start-up could solve the problem of a huge game studio with tremendous # of game titles per year.
You might ask why?
A Game Idea is Born
The idea was born out of the fact, that it is so difficult to present something that has never been done before. We found no base to compare to, so our clients can easily define the product GCC pro and trust us.
So I hit my first problem. I do not know how games are made. I am no notorious gamer and have absolutely no idea where to start from. Luckily, we are a great team (chosen over beauty and ingenuity contests) and we help each other. We all met up and started brainstorming (useful and crazy ideas alike), and I shaped a concept in my head. Halloween is upon us. Let’s bind the game with it. Let it be with a fall taste of pumpkins, twilight and many many witches. Well, it turned out we will not be in time for Halloween, but the idea stands. The first concept art sketches are ready thanks to the most kind support of our artist Karolina Kalibatseva, who had no doubts for even a moment, when I enthusiastically enlightened her about the concept.
Now, when I have dragged all the team into the idea, it was time for the real work on the game. It was a perfect timing to meet my friend from university, Ivaylo Gogov, who supported us and voted to create the 3d design and construct all 3d modeling that wee need for the level in Unity. Here we hit the stone again, trying to break the frames that the 3d artist was into. We wanted so many 3d objects in a single scene that he was afraid will be very heavy for Unity physics engine and the game itself. After short demonstration of BEPU physics integrated inside GCC pro cloud platform, we got a huge YES from our friend and he, joyfully, started working.
Expect soon fairy, mythical ladies with warts on their noses and pointy hats, riding flying brooms with rear view mirrors, mastered black magic, flying around twilight Sofia. They are evil-cute, they are many and love to troll each other. Behold, a huge number of players on a single game map, that easily conquer airspace over the streets of Sofia.
Spell on you too….