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BeautiFun Weekly: News and Discoveries Ep.2

By : Unknown
Hi BeautiFans,

there was a nice reception for our first edition of BeautiFun Weekly, so here we are again with this new compilation of interesting things that happened recently. Carefully curated among all of us BeautiFunners. Enjoy!

Optical illusion goldfish


Lourdes (artist) told us about this amazing Japanese painter called Riusuke Fukahori. He masters the art of painting three-dimensional goldfishes using a layer-by-layer and resin covering technique. The result looks both like a painting and a sculpture. Simply amazing.


Jordi was at 3December 2013


In this case is Jordi (artist), who did a lecture at 3December 2013 (Barcelona). He focused on the explaining the working process for creating videogame characters and how it fits into the production environment of the whole project (in the picture you can see a cartoon version of himself in the middle of a meeting with Kevin, our game designer).

Jordi Longeira at 3December 2013

Indie experiences lived at Madrid Games Week 2013 compilation.


If you have been following us on the social networks during last month, I'm sure you saw we were part of the Spanish indie booth sponsored by Made in Spain Games called Madrid Games Week. It was a very big commercial event focused on the mainstream games industry (no joke, it received over 52K visitors!). In this article at the Spanish site Indie-o-rama, Kevin tried to explain how awesome that experience was and what it meant for us.

BeautiFun and many of other Spanish indies at Madrid Games Week 2013!

Don't miss Beatbuddy!


Also this week, Kevin (game designer) pointed out that an extra-awesome indie game was on sale on Steam! its name is Beatbuddy: Tale of the Guardians, the gameplay is based on solving puzzles using rhythm and your interaction with the pretty hand-drawn environment. Take a look at its trailer and get amazed with the colourfulness of this title:


Monkey Island documentary.


We also met Marina Amores who came to visit our studio. She is a kind and talented student from Barcelona. She and another friend of her are going to prepare a documentary on Nihilumbra for their final Master Thesis. In the meantime, you can learn more about her work by watching this great video blog/documentary about the influences of Monkey Island and also how this game influenced other games and films (English subtitles included!).



Papers, Please! will be translated to Spanish!



Via our colleague Suey (programmer) and Eurogamer Spain I got to know that Papers, Please! (one of the games some of us are enjoying very much, specially this past week) is going to be translated to Spanish by two great professionals Josué Monchán and Ramón Mendez.The translation is going to be ready expectedly during first months of next year. For the ones who don't know about the game, here is the description you will find in the game site (demo/beta available for download):


"A Dystopian Document Thriller. The communist state of Arstotzka has ended a 6-year war with neighboring Kolechia and reclaimed its rightful half of the border town, Grestin. Your job as immigration inspector is to control the flow of people entering the Arstotzkan side of Grestin from Kolechia. Among the throngs of immigrants and visitors looking for work are hidden smugglers, spies, and terrorists. Using only the documents provided by travelers and the Ministry of Admission's primitive inspect, search, and fingerprint systems you must decide who can enter Arstotzka and who will be turned away or arrested."

Forgotten: A really scary short-film made with no budget and tons of talent.


This week Jesús (community manager) stumbled on Twitter with this video tweeted by David García. He made the music for Forgotten, a short-film by Luis Miguel Herrera, who is working as animator at Lionhead Studios and submitted it to their 2013 Creative Day competition. Truly impressive and terrific at the same time!


Super BR Jam ended with 22 games developed! 


And lastly, Jesús also wanted to reminds you that today (Friday 6th) is the last day to purchased the games developed and a nice pack of commercial well known games from $5. Every cent raised will go to help Meninos de Luz a charity organization that works with kids education in Rio de Janeiro.

Super BR Jam offers you 22 games from $5 and also help charity!




Nihilumbra's PC launch post-mortem

By : Unknown

Hi Beautifans!

It's been a couple of weeks since we don't come up with some news! I guess that regularity is not something usual on indie dev teams. But don't worry, we haven't been precisely idle! 
We are working on Megamagic, our new project, and at the same time we keep polishing and getting ready all Nihilumbra versions. Like the PC one that, a few days ago, got an update to version 1.2, containing the following improvements:

  • New languages (KOR, JAP, CN, PL). 
  • Enhanced tutorial. 
  • Bug Fixes. 
  • Check your achievements in-game.

Also, last week, Kevin and Pol went to the Madrid Games Week, a huge event where the biggest companies presented their new consoles and games. But there was place for some indies as well! Our colleagues were showcasing Nihilumbra (amongst some other incredible games such as Kromaia, Gods Will be Watching, Candle or Extintion) to a lot of visitors who were curious and eager to play!


But today we want to share with you this article we published on Gamasutra. After reading Nihilumbra reviews and watching gameplays, we discovered that something was not right. We had a great reception with the iOS version, and a lot of people seemed to be enjoying the enhanced PC version as well, but we've started to see a considerable amount of critics that didn't like Nihilumbra at all. Why is this starting to happen now, one year after the game was released? What has changed? Is it the game, the audience or maybe the press?

Kevin wrote his thoughts about what could be the causes of all this. In this peculiar post-mortem Kevin explains some of the most relevant design choices he made, why the game is how it is and how this influenced on the community and press feedbacks that we've been receiving; remarking the differences from the iOS and the recent PC version. We hope the article can help some other developers who are in the same situation as we were, and also could be useful for anyone who plays the game and wants to understand some of its particularities (for example, why the first few hours of the game are quite easy or why the difficulty of the Void mode is too damn high). 

We would love to read your opinions, so don't hesitate in commenting here or in the article itself!

Cheers!
BeautiFun Games



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