“We can’t pretend we can go back, nor should we want to”
Hi, I’m Igor Kolar, co-founder of Gamechuck, and the designer behind the Gamechuck Arcade.
I’m an industrial designer by trade. At some point during the making of our first game, All You Can Eat, it occurred to me that making games weren’t hard enough, so I thought we’d venture into hardware territory as well.
Truthfully though, I actually wanted to contribute with something closer to my own, honed skill set, and also give a previous project a better going at.
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.
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.
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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