All feet in the air – Where inbetweengames is and what is coming up..

We wanted to take a little bit of time to talk with you guys about where we are currently and how things are going. It’s also one of those announcement of an announcement kind of things.

The last couple of months we have been really busy getting the organizational side of our team in order, getting our company incorporated and applying for some grant funding for the development of the game so we can stay as indie as we aspire to be.

Pretty boring stuff overall – but it has to be done. It has also helped us to be forced to formulate our thoughts about the game in a coherent manner that would be subject to a fair amount of scrutiny. Because unless you can explain something simply you don’t really understand it yet. On top of that we also had to figure out our business plan. But now with a few exception of some last remaining details we’re all set up and ready to go.

Play OSHIYA! PUSH! now!

やった YATTA! We did it!
PLAY OSHIYA! PUSH! NOW

So after our entry last Jam, The Mammoth: A Cave Painting (17th overall, 6th mood), we decided this time around to go for the fun and humour categories. The Mammoth was a little bit on the sad side and we opted out of the humour category completely then. This time around we focused on the gameplay and tried to make it a light-hearted celebration of a certain aesthetic. Let us know what you think by rating OSHIYA! PUSH!

We re-used the crowd AI framework that was used to power the hunters in The Mammoth for the passengers in this game, and also pulled in a rhythm framework that we’ve created for another project. Everything else we did from scratch in the 3 days of the jam using Unreal Engine 4, with a team of 4 full-time developers plus our friend Almut Schwacke, who provided the audio. Check out this timelapse of development from Isaac Ashdown, showing c++ coding and Blueprint and UMG scripting:

We’re starting to get into open development – the NDAs of AAA are a hard habit to break, but we’re trying – The Mammoth already available as an open source project if anyone’s interested in the codebase. Feel free to pass on any development questions you have to @eyesiah or @inbetweengames!

Announcing inbetweengames

We’re proud to announce that we are going indie! Wooohoo!

inbetweengames are three former AAA developers who worked together at YAGER in Berlin on Dead Island 2. When that game got cancelled, we started thinking about what we wanted to do next. Turns out we wanted to keep making video games! So now we’re happy to announce that we’ll keep doing that as an indie team!

To celebrate, we’ve released our Ludum Dare 33 game, The Mammoth: A Cave Painting, on iOS and Android! You can play it here!

Follow us on on Twitter and Facebook to see what we’re up to.  If you’re into these kind of things you can also check out our Presskit.

Here’s who we are and also a little interview:

Isaac Ashdown
aka Disruptive Technology – 1st Horseman of Indiepocalypse
Isaac Ashdown is the best gameplay programmer you’ve never met. With over 7 years in the industry including at YAGER and Zeroscale he worked on a myriad of games including Demolition Inc. and Dead Island 2. He’s also very excited to be finally responsibile for his own failures: no more blaming it on the publisher! Even though according to credible industry source KPOPSTARZ he was ‘Deep Silver Boss’ all along!

Jan David Hassel
aka Low Barrier of Entry – 2nd Horseman of Indiepocalypse

David was raised on German medieval festivals before being adopted by YAGER for 8 years where he helped develop Spec Ops: The Line, an undisclosed project and lastly Dead Island 2 as Staff Designer. In his spare time David enjoys talking to imaginary characters and his cat while hitting people with swords and wearing silly costumes.

So who’s the Monster in The Mammoth anyway?

Hey,

David here from inbetweengames. After giving everybody a bit of time to maybe check out our game ‘The Mammoth: A Cave Painting‘ and reading the awesome comments on the page, I wanted to talk with you guys a bit about the interpretation of the theme that we decided for. This is going to be somewhat of a spoilerfest so if you want to check out our game with fresh eyes best do it now before reading this. We’ll be waiting here.

PLAY THE MAMMOTH: A CAVE PAINTING WHILE YOU STILL CAN!

Mammoths

Everybody good? Are you ready for a hippie, arty rant? Cool, let’s go. 🙂

Developer Timelapse – The Mammoth: A Cave Painting

coverImage

Want to watch 3 days of coding in 10 minutes? Here’s a timelapse video of inbetweengames’ Isaac Ashdown writing the gameplay and UI code for The Mammoth in Unreal Engine 4:

All of the team currently work at YAGER in their day jobs, where we’ve been using UE4 for several years on a AAA project that was recently cancelled. We thought it would be interesting to see what we could pull off in the engine in just 3 days, which for us is a pretty big change of pace compared to our normal way of working. We’re really happy with how it turned out!

We created the entire game, including the concept, in the 3 days of the jam. Beforehand we did some prep for some of the systems we knew we’d need for the game we wanted to create: a custom 2D flipbook material that allows us to animate sprites similar to Paper2D while giving us the full functionality of Unreal’s material editor; controls for a top-down or “isometric”-style game; and finally a basic framework for flocking/crowd AI. This last system was pretty heavily hacked up to create the AI for the hunters and mammoth babies.