TAG | game
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The Voxel Agents’ Prototyping in Pictures (2011)
2 Comments | Posted by Agent Simon in Art, Game Ideas, inspiration, making games, Puzzle Retreat, Top Secret
In 2011 we made loads of prototype games; some small, some funny, some that sucked, almost all ugly (except the lucky few that receive Tian’s touch
). Here’s a visual tour of 20 of the 24 games that we made in five months. Together they paint the picture of what Voxel Agent games look like when they’re born – a mish-mash of squares, circles and terrible colour schemes!
5
Agents are busy making new games!
6 Comments | Posted by Agent Tian in Game Ideas, Games, inspiration, making games, Misc
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Voxel Afternoon Tea! 1st Session
1 Comment | Posted by Agent Tian in Art, Game Ideas, inspiration, Misc
The Voxel Afternoon Tea! Sound’s awesome, doesn’t it?
As creative individuals we are always producing new ideas, but how can we continually produce without also absorbing ideas?
So, we came up with this idea of holding an ‘afternoon tea’ session every Friday lunchtime. During tea each Agent shares something that they have recently discovered or found interesting and we all discuss.
We thought you might be interested to check what each person shared!

Name: Agent Matt
Material shared: Not Tetris 2
Play it on: http://www.stabyourself.net/nottetris2
Reason for sharing: I think it’s an interesting subversion of a classic game. The ‘broken-ness’ of it just works, and it is self documenting.
Reflection

Reason for sharing: Along with Limbo, Amnesia was the best game I played last year.
Reflection
Matt: Watching videos of people’s reactions is always interesting. It’s incredible just how psychologically hooked people can get, even though they can just walk away at any time.
Simon: Amnesia looks like an horrifying ride and I want to take it ![]()
Tom: I need to play this game, but after watching that video I also need to play it on skype with Simon.
Tian: I was worried at first when you told me it’s going to be scary, because I tend to scream if I see something scary. But I didn’t and it was kinda confusing… and funny. However I still would not play the game, just because it’s a scary game and I’ve experienced enough scary things.
Ramsey: Looked fantastic, I’ll get on it as soon as I grow a pair to play horror games lol. It seems the developers really understood how to manipulate the emotions and fear of the player and tweak it to ALMOST the point of snapping.

Reflection

Name: Agent Tom
Material shared: We are the Strange (trailer).
Reason for sharing: Striking visuals and an amazing story. I love how it combines so many different types of visual elements and twists them into an unholy creation of amazing awesome.
Reflection
Henrik: Don’t know if I’d enjoy the movie but will see it because of it uniqueness. If we did not have creations like these our culture would be very dull.
Matt: Crazy video, I imagine it would have been very difficult to juxtapose all of the various techniques.
Simon: I don’t know whether I like his commitment or his craziness more.
Tian: Interesting find, I would love to know how he can afford to make such a long movie by himself. 18 months of production time doesn’t sound like a long enough period for making a good quality movie to me. Also I would love to know how he promoted and sold it, I think it’s really hard to market this kind of film.
Ramsey: Really cool animation man, I can’t wait to pull out the popcorn and anti-seizure pills and let it siege my senses.

Reflection
Henrik: Fantastic short by people with skills and understanding that goes beyond animation goodness. I think the isolation cell metaphor worked for the most part. The additional details noticed through a second screening were few but impressive.
Agent Ramsey shared a top secret idea, so will remain in the vault
Where do you find your best sources of creative inspiration? Please post in the comments any interesting things you’ve found on the internet as we’re really interested to see what inspires you.
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Time-Travel Treasure Hunt.
8 Comments | Posted by Agent Henrik in Game Ideas, Games, making games, Top Secret
This prototype is one in a series of time mechanic puzzles we’ve been exploring recently. Tian and I created this prototype and with some additional coding help from the other Voxels. It progressed from concept to prototype in just three days. While this concept as it stands will probably not be something we develop further, it has spawned some very interesting derivative ideas and creations.
I particularly believe in the navigation controls and we’ve been developing some quite special with them. Hopefully we’ll be able to show you this in the near future.
Time-Travel Treasure Hunt is a an observation-puzzle game where the players goal is to locate stars which are hidden in a scene. The scene changes over time, playing back a simple story, and the player can follow the events from start to finish or can reverse and scrub time however they please. As the scene unfolds, objects and patterns will collide and overlay each other to form a star-shape. The player must observe these shapes, and click them at the right moment to identify where they are hidden.
Here’s an example of 3 animated shapes dancing and having an absolute blast in the snow. Can you see when they align to form a star?
Click the link below to play the game! Rules:
- Locate the stars in the animation and click on them when you spot them. We don’t mean the obvious stars in the night sky, but the hidden stars formed by shapes and patterns, as well as pink stars.
- Use the scrubber to scrub time backwards and forwards, and use the arrow keys to jump a single frame at a time.
- Pink stars will briefly appear for just a split second and it’s only possible to click them when they are visible.
- Other stars have been cleverly hidden in the environment and take shape when objects align.
There a total of 10 stars. See if you can find them all. Click here to play: Time-Travel Treasure Hunt [35 MB]
Hello Agents!
For the past few months we have been planning to release the mega sequel to Train Conductor on the 4th of July.
Just like this blog post, our submission was unfortunately not released in time for the Independence Day celebration of fireworks and barbeques.
No need to stress! Train Conductor USA will be available shortly after the holiday weekend. It’s currently in the submission process. We’re simply waiting for Apple’s approval before we release – we thought it would be nice to give them the weekend off.
While we were researching trains in America, we were actually quite inspired by the enormous impact they had upon the American industrial revolution and the role they continue to play today.
We pay homage to this throughout Train Conductor USA. It features the steam trains of the old wild west, the modern monorails of Miami, and of course the electric subways of New York – enough historical transport to make Paul Revere proud.
No need to wait long! We expect to be approved soon after the long weekend is finished. After that we’ll start our own celebrations with a few competitions and prizes for our very patient Train Conductor fans. We’ll be running the comps over Twitter and Facebook so if you’re not already friends with us make sure you don’t miss out – join us at Twitter and at Facebook.












