So many of you might be wondering what we’ve got up our sleeves for the immediate future. While the entire team has been busy polishing up the tons of game modes, characters and other shenanigans bound to be released in the upcoming Winter updates, there were certain moments when we decided we might also need to take a step and look through some of the features that have been part of the game for almost 2 years since release.
Nick’s been getting ready for his close-up for a few months now and has started putting up Devlogs about Move or Die again. The first short episode covers the fix for one of the most reported bugs in the game, as well as Nick’s general thoughts on moving forward with bug-fixing and content creation for Move or Die.
Check it out, it’ll take you less than a poop’s time.
This is the third entry in our short series of whimsical interviews with current team members of Those Awesome Guys.
Our third interview brings up Josh, resident computer-whisperer, to the mic.
If you missed our previous interview, Stevie summed up a 3D artist’s life pretty well. Read more…
This is the second entry in our short series of whimsical interviews with current team members of Those Awesome Guys.
Our second interview lines up Stevie, a man whose alphabet always starts with XYZ.
If you missed our previous interview, Lidia gave some pretty nifty answers last week.
Since Those Awesome Guys was founded back in 2012, its internal structure never really resembled any accurate definition of a “team”.
With only a handful of people joining and leaving every now an then, collaboration was done throughout shorter or longer terms, but most of the time it was just Nick by himself.
After the release of Move or Die in early 2016, it was pretty clear that the team was long overdue for a much needed expanse, so Nick started to look into various avenues of recruitment.
Mostly posting silly things to reddit and seeing who replied, or foraging through the vast fields of modders until he found something edible, he eventually started filling out positions. These stemmed from the natural needs the studio started to have, rather than a pre-filled out game development studio template.
Man… It has been what.. a year since the last post in this blog?
In other words, the time frame between Move or Die hitting Early Access on Steam and almost being released (will announce release date sometime soon).
Updates on the “Rat Race” game mode, local conventions and in-game icons!
Remember the “Rat Race” mode I mentioned last week? It has come a long way, after a few days of work, it’s now called “Sugar Rush” and it’s all about candies!