Quiet before the storm

Today we were hoping on getting the first video of our game play recorded and up. Alas we still have one or two bugs preventing this from happening.

We could talk about how a game turn is played, but without the video this would probably be a boring read and there is just so much more you can tell with a video than with still images.

It is tempting to share with you Mods and Spy cards, but we’ve decided to keep these a mystery for a while longer…

So today we’ve decided to keep it light. The “quiet before the storm”.

To calm you over, we have our Lore pages now up. As more factions are revealed, their lore will be added. So hop on over to the lore area and enjoy your read!

Join us

What is GalaCollider?

GalaCollider is currently in development and will release initially on iPad and desktop computers (Mac, PC); we plan to also support iPhones and Android phones and tablets. Join us!

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Update May 27th 2015

Synaide Technologies (ST) is the leading producer of prosthetic and robotic components for the Coalition, and continues to push the boundaries of science and technology. At their inception, ST specialized in artificial sapien neural networks. Following their successful line of brain enclosures, ST began extensive research and development with the goal of perfecting Celanese bodies and reducing both the risks and discomforts of the cyborgization process. Synaide Technologies went on to pioneer many features implemented in all modern Celanese models, cementing them in the megacorporation status they hold today.

Newsletter promotion

Last week we mentioned that we were finalizing our newsletter bonus content for GalaCollider. We decided to offer you a free bonus card and also $5 in-game credit if you join. This offer will be around until our Kickstarter (KS) campaign launches on day 1, so if you want to find out when the KS begins and get a cool free card and some bonus currency, sign up!

We won’t share your email and are not planning on sending out more than the occasional email letting you know about important happenings.

Sign up for our newsletter and get Synaide Technologies for Free plus $5 in-game credit!

Your email address will remain private.

Beta progress

Screen Shot 2015-05-25 at 5.33.12 PMOur Beta build is now really close to being ready for debugging and playtesting. If all goes well in the next two days we should start recording gameplay post it up Friday! If all does not go well, we’re pretty confident we will be able to do so next week.

The main thing we need to resolve is card sizes. Our Beta simulates retina iPad resolution even though it is on a desktop computer. So once that part is fixed we will all finally be able to enjoy the real game.

3D modeling

Screen Shot 2015-05-25 at 1.37.44 PMAs of right now Rafael is wrapping up on all of our asteroids, nebulae and various core planet types. Here you see one of his renders.

Next week, Rafael and two other 3D modelers will switch to working on space ships.

We will be making our 3D model space ships with modular components so that it is easy to create quick variations based on different needs or player modifications.

Promotion

Our team is growing but we always need more help. If you are engaged in online communities related to card games, RTS games, 4X games or board games, let us know and we would love to add you to the team!

This week we put together the start of our Kickstarter plan. We started mapping out our stretch goals and pledge levels, next week we will continue the work on this front.

We are also still actively looking for someone to help coordinate our PR arm of the project. So if you have experience managing teams, and a background in Kickstarter campaigns, reach out!

FAQ page up

We now have an FAQ page, have a question that isn’t on here? Let us know!

Video production / Motion Graphics

This last week we got the ball rolling with our video production and a basic story board. Set, scheduling and recordings will happen through June so we can edit the video in July.

Lorcan, who has worked on several TV series and motion pictures, is working now on a cool intro animation for our KS video, here is a quick concept:

Gala_Sytleframe

MEET THE TEAM – CHRISTOPHER “AUSTIN” BRYANT

Christopher Bryant

Role: Networking and QA

About: Austin is a 20-year-old aspiring game developer that enjoys entertaining. With only a year of college under his belt, he’s co-founded a handful of start-ups while in high school and began modding with games like Skyrim, Minecraft, and Warcraft III. Austin hopes to break into the world of game development with other visual-novel projects he is working on. He loves helping others get to where they want to be- whether it’s developing their YouTube channel or helping finish a model for their DOTA 2 weapon.

What’s your favorite thing about GalaCollider?: Combining 4X strategy with card game/deck building mechanics is a tricky combination. My favorite part right now is emerging strategies that appear every single game as soon as you draw your first hand. Like any card game- you never know what you will actually do until you see the hand that you are dealt.

What inspires you?: I’m inspired by people that live every day doing what they love. I’m energized by my friends that make a living and get by in creative ways that didn’t exist a few years ago. Making video games is something I’ve always wanted to try, and I’m excited to be living in an era where I can forge my own path to get there.

What is your current gaming obsession?: On any given day where I have free time, I play Guild Wars 2 and PlanetSide 2 every day. Right now I’m playing the Witcher series for the first time in anticipation for playing Wild Hunt- and I’m loving Geralt and the world he’s in.

You can find out more about Austin here: www.naustix.com

Hero cards

Legends and heroes of GalaCollider. A world set billions of years in the future…

Ashta Rax

At only 236 years post-transfer, Ashta Rax received the Gordie M. Prent Fellowship, making her the youngest Celanese recipient of the award in recent history. Rax is most well-known for her work in the field of deep space energy synthesization, in which she has made great strides in the application of compact neutrino collectors.

Commodore Pellin Yurr

Trained in the arts of warfare from the age of five, Commodore Pellin Yurr has made it his life’s work to master everything from armada conflict strategy to hand-to-hand combat. Commodore Yurr currently awaits his first military engagement as Commodore of the Ba’aul 6th squadron.

Hero mechanics

Heroes represent legendary personalities that can sway a battle, improve a sector’s economic situation or support a particular player strategy.

There are some key differences between Heroes and other card types. A Hero is unique and can (logically) only be in one place at a time. The distance they can move is also limited and controlled by playing a new copy of the same card rather than moving it around like a ship.

Heroes can be killed, captured and removed from play like other cards, but unlike other cards the extra copies of the hero card provide it extra “lives”.

Join us as you learn more about these and other Heroes in our future universe.

Disclaimer: As always, please note that game play mechanics, as well as the values and abilities presented in this article are not final and could still undergo balance and/or design changes before final publication; pending final testing, and community/player feedback.

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Update, May 20th 2015

General update

Massive progress across the board with many new contributing musicians, sound designers, new designer on our team, new PR marketing and testers added to the crew, new 3d modeling progress, new commissioned & licensed artwork and much, much more. We are probably up now to 40+ people with everyone counted.

Platforms?

asortedWe’ve had some questions about this, GalaCollider will be released initially on iPad and Desktops (Mac, Windows). We may also push for Steam at launch, or thereafter. If there is demand for a web-based player, we may consider that option too.

Long term, and also based on your interest, we are planning on supporting iPhones as well as Android phones and tablets.

FAQ

We decided this week to build an FAQ page on our site. This will be a growing body of questions and answers, so that things like “which platform will this game be on?” or “how do new players catch up with content if they join later?” can be answered there. We will see if this is up next week, and if not for sure the week after and it will grow from there.

Beta progress

Beta1 progress is going really smooth again after a slight bump in the road last Sunday. We are now switched over to Unity5 and nearly all the cards have been converted to match the art-style we’ve shown you here on our blog. I would fathom that we are 1 to 2 weeks away from me being able to finally start recording turns of the game so that you can actually see the game in action. This is going to be a big milestone for us and we will also re-post our videos on you-tube and other places! Stay tuned.

Kickstarter planning begins

ksWe’re starting to really focus on our kickstarter (KS) planning now. Part of this process involved attending a webinar on KS success, what to do and what pitfalls to look out for.

I learned that only two things make a KS successful or not: volume of visits and how many of those visitors back the project (AKA Traffic and Conversion). I also learned that the most important means to get people engaged and interested on your KS on Day 1 of the campaign is a mailing list, not social media. Which makes sense since social media may or may not reach the people you want it to reach when you send out messages.

This made us take a deeper look at how we’ve been doing so far. Last week we talked about slowing down our FB and twitter posts a bit. We’ve had good traffic from places, especially from reddit but our signup rate on our newsletter is still too slow.

In order to spice up the mailing list, and as a way to thank you for joining it, we’ve decided to tie a bonus to the mailing list sign up (offer will end Day 1 of the KS).

This next week we will work out if this is going to be in-game credit or if this will be a bonus or alternate art version of a card.

If you have a preference for in-game credit, bonus content or alternate art, this is the week to let us know before we finalize it!

And if you haven’t signed up yet, please sign up! Signing up let’s us know you want to see this game make it, it shows us your support and in exchange we will give you cool stuff for it. 😉

Your email address will remain private.

Hiring

As of right now our biggest hiring needs are:

  • PR / Marketing coordinator with direct experience getting indie games funded via crowd-sourcing
  • Test Manager
  • Unity C# programmer

As usual contact us if you are qualified and interested.

Next reveal?

We really would want to show game next, but alas we need to wait for the Beta to be ready. So instead this Friday we will reveal one of the other card types in the game. One of the following three will be revealed to you, feel free to comment and let us know which one interests you more!

Hero cards: Legendary personalities who can sway worlds and win over battles

Spy cards: Spy vs. Spy mini-game and experts at obtaining intelligence or even technology…

Ship Mods: Modify your ship’s blueprints in-game with modular improvements

Meet The Team – David Logan

David Logan
Role: Art Producer

About: David is a video game producer with over 20 shipped titles. He released the award-winning game “Whispering Willows” with his studio Night Light Interactive. David was also a Producer at Animax Entertainment where he oversaw the production of projects including video games, animation, websites, and apps for iOS, Android, and the social web.

What’s your favorite thing about GalaCollider?: I am excited to dive deeper into the lore and all the different races. I can’t wait to try out the different species and craft decks with different strategies.

What inspires you?: Games are my biggest inspiration. I enjoy playing as many different games as I can, especially indie titles as I feel they often push the boundaries most. I enjoy video games especially, but play a lot of card and board games as well.

What is your current gaming obsession?: Currently I’m playing Bloodborne, Destiny, and Solforge. I realized recently that I enjoy incredibly difficult games, so the Souls series is my favorite. I also really enjoy competitive shooters, my favorite being Unreal Tournament 2004.

You can find out more about David here: www.davidclogan.com

All about deck building

GalaCollider mixes aspects of Deck Building and Deck Construction with a novel “tech pool” concept. Today we will explore in greater detail how you build a deck:

Core worlds explained

coreworld-explanation

In our last post about Sectors and Core Worlds we went into depth describing Sector cards. The image above is a quick recap. Core Worlds are special sector cards, they are where you will begin your game, your home among the stars…

The Makings of a Deck

Screen Shot 2015-05-14 at 3.41.41 PMAll your decks will first begin by selecting a Core world. On the left edge of your core-world card you will see 3 parameters, as shown in the image (left). These are, from bottom to top: Your minimum deck size, your tech slots and your flex-tech points.

Deck minimum tells you how many cards you can include in your core deck, provided your core deck is, in this case, at least 40 cards big.

You do have a four-copy limit enforced of any one card, furthermore your main deck has one additional important restriction: all the cards in it can not be any higher than tech level 1.

Screen Shot 2015-05-14 at 3.42.37 PMWhen the game begins you will draw an initial hand from your main deck of 5 cards.

Tech levels of cards is something you see on the bottom-left edge. The image on the right here shows a tech-level one card.

Once you are happy with your main deck, its time to build your tech pool.

Tech Pool

GalaCollider’s tech pool is perhaps best thought of as a shop of options you pre-seed before the game begins. Over the course of the game you will then select which cards from your tech pool you actually want to purchase, and add to your main deck. These could be cards that help support your strategy or they could be cards to counter enemy technological decisions.

For example you could pack in your sideboard a card that provides high levels of armor protection to your ships, making them impervious to the unprepared. However if your opponent can ascertain the threat fast enough (did she “spy” on you to see what you bought?), she could buy weapon piercing technology to bypass your armor plating, foiling your plans. Other interesting technological innovations you could make might include such things as: improved engines to out maneuver your opponent, cloaking technology to move hidden on the board, upgrades to your ships that modify and augment their capabilities (for example retrofitting your craft with planetary bombs), close range rapid-tracking pulse weapons to combat smaller swarms of ships, multi-fire gatling guns, torpedoes for anti capital ship combat, reinforced hull, long range missles, energy shields, flux destabilizers, neutrino weapons; to name a few…

The cost to buy a card in your tech-pool increases the higher the level of the card.

Unlike your main deck, the techpool can contain any tech level card. The current rule we are working with is that all tech levels in your pool are immediately available to buy. However the research-price of the card increases the higher the tech level it is. Making is very difficult to afford tech-level 3 cards until you’ve established a strong economy.

Effectively your tech-pool is a giant “what if” Swiss army knife. Do you build your pool with defenses and counters while completing epic wonders and cultural projects? Or do you forgo higher tech cards to support a more rush-style play? Or do you have several branches that lead to different synergies, depending on the type of opponent you encounter? Do I need specific counter-tech to cover my weaknesses? Or do you focus on a dominating end-game and a defensive early game? These are options you will need to consider when building your tech pool.

Tech pool “slots”

Above you will notice that we often talk about slots and buying slots, rather than buying “cards”. This is because your tech-pool is actually defined as a fixed number of slots, and each slot can have in it up to 4 copies of the same card. When you buy a slot you actually buy all copies of that card together! The price you pay is per slot, not per card. So if you have 15 technology slots, it means that you have 15 slots: which each can contain 1 to 4 copies of a card. Buy them all and your deck will become rather big!

Which slots you have available to buy will change slowly from turn to turn, on this “in progress” image of our UI you can see on the left-edge we have 3 slots visible that you can purchase from:

Hypothetical techpool with prices.
Hypothetical tech-pool with prices.

Each turn the lowest tech-slot option disappears and then a new research project is offered to you. So in effect you have three turns before it is disappears back into the pool.

With all these new cards coming into your deck, you might think to yourself: “shoot I can’t buy too many of them or my deck will become too big”, ruining its consistency. While this is true to a degree, your deck will also be shrinking in size just by playing your cards. Every time you build a ship or a development the card “transforms” into a 3D model and stays on the map, leaving your deck until destroyed.

Flex-Tech points

Screen Shot 2015-05-14 at 10.49.20 PMThe last value on your core-world is its flex points. This number represents how many tech-levels you can import into your deck from other factions. The import-cost of a card is equal to its tech level. So higher tech cards will eat up your flex points faster and you will be able to bring in less foreign cards of higher tech than lower tech.

GalaCollider is currently in development, join us!

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Disclaimer: These are our current deck building rules that are being play-tested. I should mention that these rules could still undergo major changes before we finalize the game and make our Beta available. We will be listening to everyone, including you, to get feedback on the mechanics behind crafting your decks to ensure that what we come up with is interesting, varied and as dynamic as possible. It should also go without saying that the card-values you will see above are also tentative and may not end up being “typical” card values in the long haul.

update, May 13th 2015

Website has a forum up

The forum is up, but notably still. We realize our forum will probably will take off once there are demo videos and a product before things take off. But if you have suggestions or ideas for how we could already get conversation going, let us know! Don’t be shy.

Design updates

thumbnails
Various quick thumbnail sketches of Sylith corsairs. By Leonardo Peñaranda.

We’ve started work on our logo, we now have 3 people working in the 3d team and we’ve added several new people to the project over the last week, including new concept and licensing artists. We’ve now also shifted some budget around to focus on getting some nice motion graphics for our kickstarter video, which we will also double-purpose to be the intro credits for our game.

The game’s UI itself has also been progressing. For the last months I’ve been filling in as the designer on the project because our previous Art Director left us (we are looking for a new art director to join us BTW). It’s not ideal because I’m already working in many other areas, but so far it’s been working out (we hope you will agree!).

Here are some of the various screen variations I’ve been working on towards getting our entire UI designed and ready for final cohesion check and eventual implementation: (note that these are still not final and considered draft versions, major things could still change from what you see below)

Gala_Mainscreen_about_to_play_pick_target Gala_Mainscreen_mini_info_panels_v6 Gala_Mainscreen_mid_zoom Gala_Mainscreen_start

Outreach

Facebook growth continuing towards our 1,000 likes soft-target with around 300 likes currently, which is great and we hope it keeps growing like this. Our Website is now getting peaks of 2,000 hits a day, which is nearly double from two weeks ago. We also have another podcast interview coming up later this month…

That said we still need more help getting the word out. More podcast interviews but also some bloggers would be wonderful. Someone out there in the vast space known as earth must have a blog and want to write about us…? Maybe it is you?

We also had a meeting in this last week about the rate at which we are posting to our facebook and twitter and we decided to slow things down until the kickstarter is closer and the date more final, we don’t want to overload our facebook and twitter pages with posts when each post itself is not getting a lot of likes and comments on it yet.

Once that starts to happen, or the kickstarter is on fire, we will ramp back up again to previous levels. This little change will let us refocus some energy on other things that need doing. We will still aim to blog at the same pace though, since people are clearly reading it!

Recent AMA results

We had our recent AMA on reddit. We really enjoyed having one and seeing how it worked, and the responses we got. The turn out was good, but not as high as we would have liked and so we will probably wait not to do another AMA right before or around our kickstarter.

Hiring

We are currently looking for the following people:

  • QA Testers, preferably with Unity3D experience and/or previous bug testing experience
  • PR, networking. Do you have a strong grasp of various related online communities to our game? Examples: digital; 4X games, digital or physical collectible card games, FFG LCG™ games or RTS games like StarCraft™?
  • Unity 3D programmer
  • Art Director
  • Audio Production / Audio Producer

Any of these speak to you and think you are qualified? Send us a resume or weblink.

Next reveal?

Join us Friday May 15th for a new reveal, this time we will most likely go into the deck construction and deck building facets of the game.

Meet the Team – Trevor Worrall

Meet The Team Mondays – Play-test coordinator, Meta and Game Balance Controller, Trevor Worrall

Name: Trevor Worrall

Role: Play-test coordinator, Meta and Game Balance Controller.

About: I’ve been interested in card games since I was a kid in middle school thanks to the pokemon trading card game. Back then, I didn’t really know the rules but still managed to have fun playing with my friends. As I got older, I got more competitive minded about the card games I played and grew a fondness for knowing a game’s rules extremely well. I started to play the Yugioh tcg competitively in high school and managed to qualify for the Canadian national championship event which was a blast to play! This gave me a taste for high level play that I wouldn’t be able to shake in the future. Now an adult, I focus on playing all the digital card games because I don’t have as much time to frequent hobby shops. That hasn’t stopped me from continuing to be competitive, however, as I’ve played tons of Magic the Gathering online, Solforge, Hearthstone, and Might and Magic: Duel of Champions on the pc. I even spent a few years on the design team of a digital card game by the name of Shadow Era. When I was approached to help with GalaCollider, I knew this was a golden opportunity I couldn’t pass up!

What’s your favorite thing about GalaCollider?: I love that GalaCollider is doing something different. A lot of card games unfairly get called “clones” of existing card games but that is very hard to do with GalaCollider. This is because it blends multiple existing genres into one giving you a new and fresh experience. I’m always excited for new experiences!

what inspires you? I’m always inspired to try out new things. I tend to sample lots of different activities so that I can find new hobbies to enjoy as well as just learn new things. The initial feeling of joy you get when you find something new to love is great!

What is your current gaming obsession?: I’m very much obsessed with card games in general, but if I had to pick one game I would say my current gaming obsession is poker. Surprisingly, the skills you pick up playing traditional card games like Magic the Gathering actually apply to poker quite well. The two actually aren’t all that different. In particular, Poker helps you train your mind to think in terms of odds and percentages and these lessons can be applied to every TCG you play as well. Did I mention I love learning?

Core-worlds and Sector cards

Today we go back to our cards and continue where we left off. Last time we showed you Ships, Developments and Operation cards.

Today we will focus on 2 more card types: Core-worlds and Sector cards.

Each sector you explore on the map will be connected to a card. Clicking the world brings up its card with associated stats and any special abilities. On this image the worlds on the map are a dull gray generic color, but the actual map in the game will have more color and variety. For example a sector could be a collection of ice crystals, an electrical storm nebula, a pulsar, a barren world, a jungle planet or an Eden-type Gaia world.

Gala_Mainscreen_v04_no_sel_with_HUD

The format for the Sector cards and Core-world cards is similar and shown below:

Coa_CoreWorld_Kesteron
Core world: Kesteron, a Gomeish core-world megacity known for the quality and precision of their war-engineers. Artwork by Maciej Drabik.

Core Worlds

Core-worlds are distinguishable from Sector cards by the fact that they have gold borders, deck building information and a faction-symbol on the top right hand corner.

Every time you start a game, you begin on your core-world. When you are building your deck, you will be able to select different core worlds to emphasize different strategies. The above Core-World Kesteron focuses on giving your Dreadnaughts (the circle symbol) a bonus to their attack.

Above the name of the card, on the right we see our three resource types, from left to right: materials, time and energy. In the case of Kesteron this core-world generates 4 of each of them for you every turn from the very start of the game.

The left edge has deck-building properties. Since we haven’t talked yet about building your decks this will be better served as a topic for a future blog post; but to summarize it briefly: the 3 numbers represent, from bottom to top: The minimum size of your starting deck, how many technology-slots you can fill and how many tech levels you are allowed to import from outside of your faction.

The bottom row looks very similar to a development card on purpose since these are values that are commonly shared between developments and sectors. If you forget what developments are, they are cards that allow you to build structures on planets that add abilities or boost its values.

From left to right we read on this core-world that it has a victory value of 5, that it has an intrinsic military value of 1 and that you can build up to 3 developments on it.

Sector cards

Sector_Mi-Zoth
Sector world: Mi-Zoth is a Methane world built in Silica that is inhabited by the lesser known civilization of the Yuturi. Art by Sebastien Hue.

Silver-border Sector cards are the cards that are connected to each of the regions of space you will explore, harass, capture and colonize over the course of the game.

They look very similar to core-world cards but simpler.

This particular world has an indigenous population of Yuturi on it. When you colonize it (cough cough “acquire it”) the Yuturi are all but willing to offer you their collective knowledge and thus benefit your empire with a one-time research injection of 3 bonus time-resources.

Mi-zoth is a methane, silica world. Which for now doesn’t mean much, but like all card subtypes it opens up future potential for us to trigger off of various sub types and create “tribal” card-set combinations.

Most Sectors generate much lower resources than your core-world, this world produces just 2 resources for example, split between some additional (research)-time and energy production.

If you want to produce more than this, you will need to pack your deck with developments you can build that increase your production rate, or grab more worlds.

Meanwhile this world does provide you with 4 victory points, and it can host up to 3 developments on it. A nice world to add to your empire for sure.

How are Sector cards placed?

So glad I asked myself that question. The plan is for the map to be generated in different ways. We plan on having reflected maps for serious battles (think competitive play) but also random maps and other possible shapes. The pool of Sector cards will either be known, or come from a pool that is associated with that map or the current local-conditions of the game. So for example the month of May could be a time when we move into a map area that is known for its harsh Gravity well conditions and games that take place in May will feature Sector cards of this type.

We also have plans to allow players to “seed” the map. Meaning a certain number of Sector cards on the map can be player-chosen and would represent “lost” colonies of that empire. Either from recent events (if we are fighting in an area that just suffered a disaster) or from long eons ago in another era.

Future plans also include neutral forces, space alien monsters, pirates… you name it. Everything is possible.

Strong players of GalaCollider will take the maps and local conditions into consideration when building their perfect decks. In GalaCollider you have to not only consider the evolving card pool when playing, but the environment too. Can you adapt to the universe as it changes over time? What new worlds will there be to discover?

Flash news

Tomorrow we have an AMA on May 9th at 11:30 PDT on https://www.reddit.com/r/IAmA/. If you can make the time available and want to talk to us, we should be two or three of us online at that time to answer any questions you may have.

Happy mother’s day!

Progress update, May 6th 2015

Interview up!

Hi folks, our interview with Indiehaven is up and available from their website. Come take a listen and hopefully you will learn more about our game!

AMA date: May 9th

You listened to our podcast and have now many questions, or maybe you didn’t and that’s why you have questions… either way it doesn’t mater because we will have our AMA on this website and on https://www.reddit.com/r/AMA/ on May 9th 2015 at 11:30AM PDT.

Please come and join us!

New website features?

Oh man, we are soooo close to the new features being turned on on this website, but alas still not there. It has to be up before the 9th! So it’s a mater of days now. Sparkly new forum area will appear with some other improvements.

Factions revealed

If you missed it we now have both of our core factions revealed on this blog with some concept art. The two relevant posts were Sylith revealed and Coalition revealed.

3D modeling in full swing

We’ve been busy creating a multitude of different 3D planets, asteroids and other celestial phenomena for the game map. The lighting isn’t final, the planets here are a transparent when they won’t be in the game, and their sizes might be a little too large, but I swear they still should give you a good impression of where we are going!

Team update

Introducing David Logan, experienced Producer, Game Designer and CEO / Co-Founder of Night light interactive. David released the multi-award winning game Whispering Willows and we are thrilled to have him join our team as Art Producer.

We’ve also added Rafael Morais as a 3D modeler / VFX to our team. He is working on various planets, asteroids and nebula. Some of his planets he’s made for us, you can see here in this news update (above).

Hiring update

Our biggest need right now is for bug testing. Do you have experience creating rigorous test plans and executing them? If you have Unity3D skills that is a big bonus. We are also looking for someone who has Cinema4D experience as a Design-assistant and someone who can do composites in Unity3D with asset collections to check resolution and performance. Any of these things sound like you? Let us know.

Progress

Otherwise another great week of progress in all areas, see you Friday with our next reveal!

Join our facebook family, sign up for our newsletter and keep in touch.

Meet The Team – Amy Ballinger

Meet The Team Mondays - Creative Writer and Producer Amy Ballinger

Name: Amy Ballinger

Role: Creative Writer

About: For GalaCollider, I am creating the setting and lore for the game, including an overarching storyline that will be revealed gradually in future updates and releases. As a sci-fi writer, it’s particularly exciting to get to design the various playable alien factions and flesh out everything conceivable about them – their evolution, history, culture, physiology, technology, philosophy, religion – absolutely everything. I’m writing about a whole new world, but one four billion years in the future, so it’s fascinating to imagine what might transpire during that timespan.

What’s your favorite thing about GalaCollider?: To me, the most striking part of GalaCollider is the unique gameplay. There are a lot of games out there with space as their backdrop, but GalaCollider manages to synthesize two traditionally separate genres into a unique and really fun game. It balances deep strategy with accessibility, which is exciting to me as a gamer who tends to avoid 4x strategy games because of their tendency to have a steep learning curve.

What inspires you?: There are really too many to count, as inspiration strikes in the most unlikely of places, from an overheard conversation to an article I’ve read. But there are a few inspiring works that have stuck with me through the years. Ghost in the Shell is a big inspiration to me, especially as a near-future concept of Earth. The Art of War is timeless in its communication of both strategy and psychology, and Jane Austen’s novels capture the intricacies of the human psyche in elegant prose.

What is your current gaming obsession?: A bit of everything. Recently, for MMO’s, I’ve been playing Guild Wars 2 and ArcheAge, for handheld, Super Smash Bros. and Professor Layton games, for console, Destiny and Diablo III, and for computer, Hammerwatch, Hearthstone, Psychonauts, FTL . . . I probably play a bit too much! I haven’t played Bioshock Infinite recently, but I’m still obsessed with it over two years after it was released. And of course, a variety of card/board games, of which Star Realms is a current favorite of mine.