![marble blast ultra rooster teeth marble blast ultra rooster teeth](https://steamcdn-a.akamaihd.net/steam/apps/453650/ss_b8c445578d1b7554835de3af3ef5c3196ed0c13f.1920x1080.jpg)
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We just didn’t have that luxury.Īlthough older versions of Unity were shaky, it has really matured in recent years and 2017 was easy to work with. Because it was long in the tooth, it would require a solid porting effort before development could begin in earnest. I briefly considered using Torque, the first commercial game engine I worked on. It comes free with Switch developer access, and it looked like the best path forward on short notice. Development Pathįor this project, we used Unity 2017. Maybe I’ll talk about the basic structure we used for that some day down the road.
![marble blast ultra rooster teeth marble blast ultra rooster teeth](https://i.ytimg.com/vi/gvjhZ5uqIok/maxresdefault.jpg)
We’re using a studio model for the game itself – it has its own entity that holds the IP and pays out royalties. This gave us total control over direction, but also required all of us to really commit to the game.
![marble blast ultra rooster teeth marble blast ultra rooster teeth](https://i.ytimg.com/vi/7xW-a647ekw/hqdefault.jpg)
This ended up being short lived and I was able to refocus my attention after about 10 months of distraction (so to speak).Īll of our development was self funded. Development slowed down a little bit when a few months into development my Loom technology was acquired and I had to devote my focus to a roll (ho ho ho) with the acquiring company.
Marble blast ultra rooster teeth full#
With the team thus completed, we went into full production. We brought in the team behind QuiVR, Jonathan and Fletcher, as well as long time community members, speed runners and developers Matan and Conor. We also pulled in the incredible Solovox to make an awesome soundtrack and Mike Jones to do the rest of the audio.Īlong the way we ran into long time fans of our work on the original Marble Blast series. Meanwhile, we immediately reached out to Alex, original level designer for Marble Blast, and Todd, one of the most talented (and hardest working) artists I know. I already had Miha, an awesome coder, on my team from past projects, so he and I got rolling (hah) right away. Like Danny Ocean, we had to get the old crew together. I am just hoping it will be blockbuster Michael Bay hit, not a indie niche Kevin Smith hit. This is really a great game.Īs we near release, I feel confident it will be a hit. I am incredibly proud of this game – the team, the levels, the visuals and the gameplay are all amazing, and I count myself privileged to be involved. I didn’t know it on day one, but making Marble It Up! was going to be a rare privilege. I agreed to partner with Mark and all of a sudden – after several years away – I was back in the game development world. The Switch at that time was a brand new platform, but the potential was immediately obvious to both of us. Just over a year ago, Mark Frohnmayer came to me with a proposal – let’s build a sweet marble game and put it on Switch. And that new stuff runs at 60hz on Switch in handheld mode.
Marble blast ultra rooster teeth code#
Almost everything here – including the code – was later replaced. An extremely early baby shot of the game.
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I wanted to talk a little bit about the game and how it came to be… and share some sweet GIFs (in high framerate black and white for download size reasons). Marble It Up! August 27, has gone public. Marble It Up! Comes to #NintendoSwitch September 2018! #ReadyToRoll full story courtesy of GameSpot here: /articles/new-s….