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Back In Action

To all our caring readers,

We are back in action with new blog posts coming out weekly now! We sincerely apologize for our absence and are happy to have you back following along with our development. We have gone through a lot of changes since we last posted; a member graduated then moved to a new state, we lost a sound designer, we gained a new music composer and we now have a dedicated art team! Over the summer and fall we changed/pivoted our design into something that is simpler and more cohesive than we have ever had before. (I will explain more about that in a bit!) Welcome back and welcome to anyone reading for the first time! We hope to provide a few helpful anecdotal stories from our development and release cycle specifically tailored to those making VR games for the HTC Vive.

So quick synopsis time...

We fumbled a bit with our summer development. Hindsight is always 20/20 but we were hungry and ambitious to make the biggest game we could as our goal. Our daily and weekly com…
Recent posts

Summer Update

Devin Good || Lead Designer
Hey all you lovely people!
We are in our first full week of summer development and we have a lot to share about where we have come and where we are going as well as how we got here. Before we get into that I want to thank everyone who has been following us and giving us your support! You all are the best!

So where to start...



Quick Semester Recap:
We have finished our first semester of development and our gearing up to the long haul of summer. It has been a long ride already with lots of bumps and we are here to talk about that now before we get into the excitement of summer. A few quick disclosures: this may get a bit lengthy but hang in there, I promise we may have a few tidbits that could help you out too! 
Work Accountability - A big issue for us as a new and quickly expanding company has been work accountability when we do not have the ability to meet every single day. Each member had a different idea of wha…

Teleportation Play

Teleportation PlayHere's a quick and fun update from the developer perspective...
The most exciting changes are the addition of trolls, teleportation, and combat polish.
In the video below you can see the flow of gameplay starting to manifest.

Behind the Scenes: Scaling Improvements

Hunter Bobeck | Gameplay Programmer Hello imaginative players! Today I'm bringing an update on scaling in Imaginarium (our new working title!)...

While playtesting, we have received two complaints related to scale in the game. The first was that the curves being used for shrinking and unshrinking the player during the tower interaction were a bit off. The second was that the proportions of toys on the table felt wrong when the player shrunk themselves down.

We already mentioned the shrinking complaint in the previous update for 1-17-2018, but I'd like to begin by explaining it further. To handle this issue, I first updated my Virtuality Controls plugin (available for anyone to use here on Git Hub) to provide built-in interpolation curve options when performing interpolations. As you may remember from the previous post on Context Changing, interpolation values must be calculated over the course of the shrinking and unshrinking interactions to both reposition the player and sc…

What we are working on: 2/7/2018

What we are working on... Design:
Toy unit designs and environment sketches continue!We are playing with a name change to 'Imaginarium' to highlight the unique magic of your toys coming to life, and not just inert towers, but toys of all imaginations (towers, goblins, bricks, action figures, spacemen, etc.).

Chapter Switching and the Room

setup preliminary tilesets and units for the 3 Greedy Goblins chapters and the first Abducting Aliens and Plundering Pirates chaptersbedtime announcement audio when chapter endssky changes to darker evening sky when chapter endsfixed holes in the windowsadded window screensimplemented Greedy Goblin Goons and Greedy Goblin Thieves boxes as whirligigsadded die whirligig

Welcoming New Members

Hi all! We made it through the shark tank as you may have heard from Hunter. Today (on the blog) a long overdue post, we are welcoming our new members that have been absorbed into Towerscape. They all worked very hard on their respective game so we are ecstatic to have them work along side us.

Griffin Park:  Team Manager / Designer Bryce Burdue: 2D Artist / Character Designer Sebastian Ruvalcaba: Designer
In addition to these staff additions, we had some small shifting around of existing positions. I have moved structural modeling for our game and retained my role as project owner. Hunter and Alex continue to be our dynamic duo of everything programming wise. And finally our star character modeler Julian is focusing on bringing designs to life.


What we are working on: 1/18/2018

What we are working on...Programming and Art:

Unidentified Flying Features

Improved window material to be less invisiblePut a King Exposition (good king character) model in as a placeholder for the enemy kingpin figure, sitting on the windowsill looking over the table opposite the player's perspectiveAdded a clock (above the desk) with the Chaotic Good symbol and hands of the Towerscape color theme – this should be able to be animated laterAdded a Pin Art Display with the Chaotic Good symbol on the desk to add more neat things to look atAdded plastic bricks on the desk, which may be snappable together laterImplemented UFO toy model with a metallic material – not functional as a unit yet but one is present flying around and another present hovering above the desk, both for visual demonstration
Design: Decided on the enemy kingpin figure being an old rejected toy of the player's who wants to use your other toys to make himself better, so that he can be your favorite toy again and y…