Beautifun Games

Tuesday, October 7, 2014

Put down your weapon

Hey everyone!

We will start posting more and more Megamagic stuff as we advance in the development. This first concept is from one of the mysterious creatures you will be able to summon.

Yes, you heard right in Megamagic you can summon robots!



Stay tuned!

Thursday, October 2, 2014

Run for your lunchbox!

A lot of people asked about Android version of Nihilumbra. At the moment it's in development and the expected release date is this December. But we have something to ease the waiting....

RUN FOR YOUR LUNCHBOX!

If you have an Android device you can download Run for your lunchbox! An Android game developed by BeautiFun's programmer Elías Pereiras @Waliactico. It was made using the art from the game made during his video game master degree, Playtime Stories

In Run for your lunchbox the school bully wants to eat your lunch, and therefore the most logical option is running. Run as fast as you can while trying to avoid the obstacles you find in your way. Will you be able to escape from the bully and eat your lunch? You'll have to play to discover!
Also, the app it's free of charge.




Monday, September 29, 2014

Goodbye Kevin

Last Friday our game designer Kevin Cerdà decided to quit his job at BeautiFun Games. As some of you might know he was working on Megamagic, our current project. Megamagic continues in development and its expected release date is the second half of 2015. From this point on, the rest of the team will finish the project's game design.

Kevin wrote a letter to share with all of you:

The BeautiFun team wishes you the best luck in your new adventures!

English translation:

"Last week I quit as a Game Designer at BeautiFun Games.
As some of you may know, despite always introducing myself as a game designer, I had a broader set of jobs. You've probably seen me giving speeches about Nihilumbra, doing public relationships and taking care of marketing stuff. I've also done a bunch of other stuff that you probably haven't seen such as audio effects, trailer creation, human resources when we had to hire new people for the studio... a lot of really different jobs that are quite usual when you've cofounded an indie company.

You'll probably imagine that, quitting a company, a team, a project of this magnitude, when you're the one who named it and you've been nearly four years working on it, taking care of it and making it grow, it's not an easy decision to make.

And I believe that, as the responsible of communication, public face, but most of all, as a developer, it's my duty to give an explanation and answer some of the questions that might arise with me leaving.

To begin with, I must say that this is a personal decision. I haven't been forced by anybody from outside or inside the company. I made the decision last week; ironically it was more or less at the same time that Notch left his company and, just like him, it was a decision that was slowly settling in my mind during months, maybe years. "It's about my sanity", he said, and I couldn't help feeling just the same.
I decided to walk this path because I felt bad. Really bad. Actually, I wouldn't say that I decided to leave, it was more like I just couldn't stay any longer. Logically, the reasons that made me hit rock bottom fall into the category of personal, subjective and emotional matters and It's not necessary to discuss them or expose them because they could be easily misunderstood. I already talked about my reasons with the team, they understood them and we wished good luck to each other.

But let's stop talking about the past. What about the future?
Megamagic is still in the oven. It progresses slowly, but it keeps progressing. It's a really promising project that may become a great game and I really hope it does. On my behalf, before leaving it, I made sure that they had enough stuff to finish it. I finished the main story, the characters and their own personal backgrounds, the basic game mechanics, examples of spells and enemies, description of localizations and all the events in the main story, information about world's folklore, history, factions... Even plots and characters for sequels. The part of game design that still needs to be done is mainly level design, dialogs, sidequests and adding spells and abilities. With this paragraph I just try to tell that, even when the author of the original idea is not going to be in the team anymore, the essence of this idea is documented and will be preserved in the final game. The team will do their best to keep the original vision and I've offered myself to help in case it's needed. Soon you'll start seeing things about Megamagic and I really wish you like and enjoy them.

The future for me, on the other hand, is uncertain. Right now I'm a Ronin Game Designer looking for a motivating project. I still have energy, will, and I'll keep my way of thinking. I do not intend to stop riding on sharks or disappearing from the map. You'll keep hearing about me and I look forward to create great games that you can enjoy in the future.

Before ending, I'd like to thank all of you for your interest in BeautiFun Games and my own career, which brought you here to read these lines.
During all these years of adventure I've received the support, the gratitude and the appreciation of many people. That always meant a lot to me, it gave me strength and it will keep doing it.

As a storyteller, designer, indie developer, but mainly as a geek videogame lover that one day decided to try to make a living out of it, I thank you for all these years and I invite you to share with me the ones to come.

Best wishes,

Kevin Cerdà"

Spanish translation:

"La semana pasada dimití como Game Designer en BeautiFun Games.
Como muchos sabréis, a pesar de que siempre me presento como diseñador, mi trabajo era bastante más amplio. Me habréis visto hablando de Nihilumbra, haciendo de relaciones públicas y llevando el márketing. También me he encargado de otras cosas que no habréis visto como los efectos de audio, la creación de tráilers, los procesos de selección de gente nueva para el estudio... Una gran cantidad de tareas muy diversas, propias de quien ha cofundado una empresa indie.

Ya os podréis imaginar que, abandonar una compañía, un equipo, un proyecto de esta envergadura, cuando le has puesto nombre y has estado prácticamente cuatro años trabajando en ella, cuidándola y haciéndola crecer, no es una decisión nada fácil.

Y creo que, como responsable de la comunicación, como cara pública y sobretodo como desarrollador es mi deber dar una explicación y responder a algunas de las preguntas que se formarán con mi marcha.

Para empezar, debo decir que se trata de una decisión mía y que no me he visto forzado a tomarla por ningún agente externo ni interno a la compañía. Tomé la decisión la semana pasada, irónicamente fue más o menos cuando Notch dejó su empresa y, al igual que él, fue una decisión que se ha ido fraguando lentamente a lo largo de meses, quizás años. "It's about my sanity", decía, y yo no podía sino identificarme con esas palabras.
Decidí tomar este camino porque me sentía mal. Realmente mal. De hecho no decidí marcharme, decidí que no podía quedarme. Lógicamente, las razones que me llevaron a tocar fondo pertenecen en su mayoría al terreno de lo personal, lo subjetivo y lo emocional y no merece la pena discutirlas ni exponerlas porque se podrían interpretar de demasiadas formas. Ya las hablé con el equipo, las comprendieron y nos deseamos suerte los unos a los otros.

Pero ya basta de hablar del pasado. Ahora que ocurrirá con el futuro?
Megamagic sigue en el horno. Avanza lentamente pero sigue avanzando. Es un proyecto realmente prometedor que puede llegar a convertirse en un gran juego y realmente espero que sea así. Por mi parte, aunque lo haya dejado, puedo garantizar que antes de irme he dejado listas la historia general, los personajes y sus historias particulares, la mecánica de juego básica, ejemplos de hechizos y enemigos, descripción de localizaciones y de todos los eventos de la trama principal, información sobre el folclore del mundo, su historia, sus facciones... Incluso planteamientos y tramas para secuelas. La parte de diseño que falta por hacer es principalmente diseño de niveles, diálogos, sidequests y añadir hechizos y habilidades. Con este párrafo intento aclarar simplemente que, aunque el autor de la idea original se haya ido, la esencia está recogida y documentada. El equipo se esforzará por mantenerla y yo me he ofrecido a asesorar o colaborar en caso de necesidad. Pronto se empezará a ver algo de Megamagic y espero de corazón que os guste y os motive.

El futuro para mí de momento es incierto. Ahora soy un Game Designer Ronin en busca de un proyecto que me motive. Sigo manteniendo mi energía y mi forma de pensar y no pienso dejar de montar en tiburón ni desaparecer del mapa en absoluto. Seguiréis oyendo hablar de mí y espero crear grandes juegos que podáis disfrutar en el futuro.

Para terminar me gustaría agradeceros el interés por BeautiFun games y por mi propia carrera, que os ha llevado a leer estas líneas. Durante los años que ha durado esta aventura he recibido el apoyo, el agradecimiento y el aprecio de muchas personas. Eso siempre ha significado muchísimo para mí, me ha dado fuerzas y me las seguirá dando. 
Como contador de historias, diseñador, desarrollador indie, pero sobretodo como flipado amante de los videojuegos que un día decidió lanzarse a ver si podía vivir de hacerlos os doy las gracias por todos estos años y os invito a compartir los que vienen.

Un abrazo,

Kevin Cerdà"







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