I’m Igor Kolar, I’m the game director for Speed Limit. I’m an industrial designer by trade, visual communications designer often by necessity, and sometimes like to pretend I’m a pixel artist.
Igor looking fancy and all
I did the initial design and art for Speed Limit before we were able to get more competent people on board to do those things, like our lead artist Jurica Cvetko and level designer Jan Juračić.
Following our latest awesome blog post/interview with Speed Limit programmer Karlo, we are continuing in a similar tone with Speed Limit lead programmer, Vanja.
Hi everyone! I’m Matija Malatestinic, sound designer and composer born in Rijeka, and currently living in Zagreb.
I used to work as a school teacher, but following a collaboration with Gamechuck that lasted a few years, I got a full-time job here. I’m here to talk about making Speed Limit soundtrack a bit.
Welcome to the very first blog article for our upcoming game Speed Limit! As you may already know, Speed Limit demo is available on Steam, but we are actively working on new levels.
Through these blogs, we aim to get you close to our development team and invite you to our weekly updates which will cover all sorts of topics that are related to actual development (duh), pixel-art, sound, music, tips ‘n tricks, and a lot of other stuff.
For this blog, we have invited our experienced pixel artist, Jurica who will answer some of our (silly) questions – just for your convenience.
Additionally, Jurica made five timelapse videos showing how he does pixel art (using Aseprite), which can help you with your pixel art endeavors.
A weekly blog series on Trip the Ark Fantastic development progress
Hello, fellow Gamechuckers! It’s been a while since we’ve posted something here, so we guess this is a proper time to say something about our flagship project, an RPG adventure title, Trip the Ark Fantastic via the official development blog.
The official trailer announcement went rather well, and since then we have gathered a lot of content to the official blog which can be found on the game’s website.
In order to keep the development of the game completely transparent, we are running an official blog that covers two main topics: lore and development.
Every Tuesday we are publishing an Ark Fantastic lore blog article, that covers something interesting from the lore background of the game’s story; be it a story about the kingdom, a specific character, or an event that happened in the kingdom’s history.
On Thursdays, we are making a bit different blog where you can read more about the development itself. E.g., what engine we use, how our animations work, how do we draw our characters and environments, etc.
Want to know more about Trip the Ark Fantastic beyond the official blog? Make sure to follow us on Discord, Twitter, Facebook and YouTube.
It’s been two years since our two-man-team published All You Can Eat on Steam straight from the basement living room. The game was a modest success (a few thousand copies sold) but it was beloved by gamers, fans, critics, and we caught the eye of local talent as well.
Since those “humble” beginnings, we’ve grown to a studio numbering a dozen employees and having a steady stream of games we’re simultaneously working on (interactive comics, retro games, and our largest project – Trip the Ark Fantastic).
These two years happened so fast we almost forgot to update our web to reflect this new situation, but now we decided to remedy that. So this is the new and improved (WordPress powered) website. WordPress is great since it’s very modular, and easy to upgrade, so you can expect much more of these blog posts and other content in the future, for a more dynamic website than what we had before.
Also, be sure to check out our About page to read a bit more on our values, the current and previous team members in Gamechuck and so on!
Also also, feel free to add yourself to our Discord and chat with us directly!
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