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29 May 2013, 16:34 (1 year ago)
Pencil Test Studios presents a new Adventure Game made of Clay. From Doug TenNapel and the creators of The Neverhood.
Doug TenNapel, creator of
Earthworm Jim™ (Interplay)
The Neverhood™ (Electronic Arts)
has partnered with Pencil Test Studios, to create what some have called The Neverhood's "spiritual successor" -- a clay and puppet animated adventure game called
The founders of Pencil Test Studios, Mike Dietz and Ed Schofield (also from
), have assembled much of the original Neverhood development team to create a brand new game that blurs the lines between art and technology, using stop-motion animation and sculpture to bring this project to life.
Without giving too much away, Armikrog follows the adventures of a space explorer named Tommynaut and his blind alien, talking dog named Beak-Beak. They crash land on a weird planet and end up locked in a mysterious fortress called Armikrog. Then...the adventure begins!
Armikrog is a point and click adventure game that features all of the characteristics of TenNapel's unmistakable style:
Quirky and lovable characters
A compelling story
Tons of clay!
Terry S. Taylor
-- the award winning composer of The Neverhood soundtrack, will be composing and performing an entirely new
for the game. Hooray!!!
Armikrog will be
for PC (WINDOWS), MAC OSX and LINUX, and distributed though Steam and/or other comparable download venues.
Making this game will be a labor of love, and a "thank you" to all Neverhood fans and adventure gamers.
Armikrog is being developed by Pencil Test Studios, an independent game development company located in Lake Forest, CA. Along with Doug TenNapel, the team includes core members from The Neverhood, as well as puppet fabricators, sculptors, and animators that will help to create the stop-motion that makes this project so unique.
Armikrog will also feature the voice talents of:
The Neverhood was conceived and created from the ground up over a 12 month period. Armikrog will be developed using the Unity engine for PC, MAC and LINUX in order to secure the goal of completing the project within one year. We'll also be using many of the same animation, modelling, sculpting, set building and clay & puppet fabrication methods we've used before—keeping the overall game design scalable so that we can create a fun and exciting experience within our targeted funding goal, but still have the flexibility to expand, should the opportunity present itself.
Of course, none of this happens without your support, which is why we are reaching out to you through Kickstarter. Why Kickstarter? Funny you should ask...
Kickstarter is our most direct link to you, the fans. This is your opportunity to express whether or not you'd like to see another clay and puppet, stop-motion adventure game. Armikrog is a unique and creative project that we would love to make for those of you who have, over the years, dreamed of the chance to immerse yourself in another world made of clay. We're here to offer you the opportunity to make this project a reality.
While our funding goal is considerably less than The Neverhood cost to produce in 1997, it is still our biggest hurdle. But in light of what it will cost to create, the real question is this: Would you support and play this game for $25?
If enough of you support it, you will get this game.
The Armikrog game will be comparable in size and scope to The Neverhood. It's been noted that our initial funding goal is significantly less than the cost of the original Neverhood game--this is possible since we are now utilizing technology that was not available to us 15 years ago (Unity engine, post-production and editing software, etc) which will allow us to create this game more efficiently with a overall higher level of quality.
In addition to our more conventional game production pipeline, we are also utilizing many of the same stop motion techniques used in such feature films as
Nightmare Before Christmas
. A significant portion of our budget is allocated toward puppet fabrication and sculpting, set building, lights, cameras, and lots and lots of clay!
Stop motion animation is an art all of its own. Each puppet, set and prop is individually hand-crafted by artists, while each and every frame is painstakingly animated. This specialized process is what makes this game unique--and we feel the time and talent that it takes to bring a project like this to this to life is worth every penny.
100% of the funds that are raised will go directly into the production of the game. To date, we’ve invested over $100,000 into the preproduction, design, and development, and we can see how fun and amazing this project will be. We want to deliver an incredible experience to all of you who support us, and applying 100% of your contributions toward development is the only way this will happen.
Rewards fall into two basic categories:
that are distributed though Steam and/or comparable download venues, and
that will be distributed through the mail. Note that all physical rewards under $1000 have an additional shipping cost for supporters with addresses outside of the United States.
Rewards that are not dependent on the production of the actual game will be fulfilled before the date specified in the reward tiers. Since we can't predict the amount of rewards that will need to be fulfilled, all rewards have been given the same fulfillment date as the game's ship date (July 2014). Once the campaign has ended, we will notify you of the fulfillment dates for those rewards that will ship sooner.
Risks and challenges
Pencil Test Studios has an experienced crew developing this project. Having many of the original members of The Neverhood team is a tremendous asset, as we already have the experience of creating this type of game. All games face unforeseen challenges throughout the course of production, but we have yet to face a challenge that we couldn't overcome. We have already begun to detail the entire scope of the game before production begins, which will help to define and minimize risks--which is key to the successful development of any game.
We've already invested a substantial amount of time and money into preproduction, laying the groundwork for an amazing game and we hope that you are as excited as we are about this project. Ultimately, we want to bring the magic of Armikrog to all of you who support it.
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