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£2,048
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24
backers
Funding Unsuccessful
The project's funding goal was not reached on Sun, April 20 2014 9:47 PM UTC +00:00
£2,048
pledged of £35,000pledged of £35,000 goal
24
backers
Funding Unsuccessful
The project's funding goal was not reached on Sun, April 20 2014 9:47 PM UTC +00:00

About

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Trois Jeunes Tambour modernistic essay by Pablo Cortez

The sad days of 1871 romantic improvisation from Matias Brum (on the Refuge's Collard & Collard fortepiano from 1838)

 Trois Jeunes Tambours flute by Gérard d’Aubri

 Trois Jeunes Tambours viola da gamba by Gérard d’Aubri

 Trois Jeunes Tambours violin by Matias

 Trois Jeunes Tambours Trio-sonata by Gérard d’Aubri, interpreted by Maria, Gérard, Pablo and Matias

 Trois Jeunes Tambours “air de cours” by Gérard d’Aubri

We play tribute to the French quartet Les Quatre Barbus and Lucienne Vernay who in the middle of last century created a serious of marvellous vinyl recordings of (dramatised and illustrated) traditional French songs for children.

We play tribute to the 19th century cartoonists (Münchener Bilderbogen, Töpffer)

You will need creativity, spirit of enterprise, charisma!

The primary entity of the gameplay is what we call an attitude - an expressive set of gestures, mimics and speech. Attitudes, either isolated or linked to a character or a prop, are organized in scripted Takes.

A PERCEPTION MODE can be triggered at any time, to observe and select items.

Gameplay jumps freely between FREE MOVEMENT, CINEMATIC and CREATIVE states.

In FREE-MOVEMENT STATE the player will move around freely using traditional movement.

In CINEMATIC STATE the player is passive and his avatar (and a cinematic camera) is driven by the script to fulfil expressive attitudes according to the storyline (and the intrusion of dreams, visions, and memories).

In CREATIVE STATE the player will follow five alternative modes:

  • exploring
  • understanding
  • composing
  • talking
  • interacting

These modes, evoked at any time, mimic the natural succession of distinct operative states of mind.

In EXPLORING mode the player will interact with the space around, through a set of 9 extra attitudes typically after perceiving and selecting scene objects:

  • To squat
  • To lean
  • To sit
  • To lay
  • To kneel
  • To climb
  • To pull
  • To push
  • To grab

II - UNDERSTANDING - Exploration attitudes give place to "understanding"; There are 9 different cognitive sub-modes:

  • To analyse
  • To identify
  • To recall
  • To evoke
  • To evaluate
  • To question someone's or something's origin
  • To question its history
  • To question its utility
  • To question its integrity

8 Thematic Puzzles - To “understand” means to complete 8 large THEMATIC PUZZLES. Mont-de-Castel game is a repository of information on the 19th century culture, covering 8 topics:

  • Music
  • The "Beaux-Arts"
  • The "Belles-Letters"
  • New Technologies and Inventions
  • New Ideas, Politics and Conflict
  • The Dawn of Natural History and Archaeology
  • Old Rural traditions of Europe
  • Mont-de-Castel (fictional) reality

The player will have the opportunity to master this information.

Receiving, discovering, providing the answers - UNDERSTANDING attitudes assume 3 outcomes (dependent on context and trumps awarded):

  • The system provides the answer to the player
  • The player is engaged in a discovery sub-task
  • The player will respond (TALKING mode) using collected information

EXPLORING + UNDERSTANDING will permit to assemble the key information to play the CHESS OF MYSTERIES

III - TALKING refers to interacting with the characters' personalities (a battle to be fought between the 5 company colleagues at the psychological level). Nine attitudes:

  • To explain
  • To agree / accept
  • To contradict / deny
  • To chat lightly
  • To attack / insult
  • To seduce / praise / flatter
  • To defend
  • To mock
  • To show off / peacock

Talking mode will be played in trios, quartets, quintets (at dinner, rehearsals...).

The 8 topics of the thematic puzzels will be used for the discussions, thus a good UNDERSTANDING of these subjects will be essential.

The Player’s statements will follow three forms at choice:

  • The game-traditional multiple choice selection from a set of possible answers
  • Collecting phrases from the 8 THEMATIC PUZZLES
  • Choosing expressions to be used modularly (derived from pre-defined LEXICS of mode expressions ascribed to the attitudes)

Arguing will give place to PRESTIGE SCORES.

Trumps gathered during the gameplay can be used to access “freely” the appropriate “answers” from the 8 THEMATIC PUZZLES. TRUMPS will be in the form of playing cards, within 8 thematic card decks - the higher the card, the stronger its unveiling capacity.

TALKING will permit to get key information to play the CHESS OF PERSONALITIES.

IV – COMPOSING means to “compose” the 3 Chessboards Matias will use to solve the 3 mysteries, to gain leadership and to produce the musical show. These chessboards are templates for puzzles with multiple layers of pieces. For composing, 9 attitudes will be used:

  • To move
  • To append
  • To insert
  • To combine (overlay)
  • To tune
  • To weight (emphasise / minimise)
  • To paint
  • To stretch
  • 9) To hierarchise

Matias will gather (iconologically) clues and interpretative schemes to help solve mysteries along 8 days of “exploring”, “talking” and “understanding”; Although one should not reveal much to avoid compromising surprise, we’ll say that underlying each square of each mystery chessboard there will be a sort of comic strip story. It describes key events to be unveiled by the use of the right combination of gathered pieces, linking and interpretation schemes.

Matias is engaged in his fight to gain leadership in the group. He will use this to compose his “talking” strategy and monitor its results. Matias will recall selectively (CINEMATIC STATE) part of the conversations and attitudes of his colleagues in order to grasp their true meaning in terms of emotions and motivations. From this, Matias will plan the best TALKING strategy for next day.

Secrets revealed in this quest into the personalities may give clues to the solutions of the 3 mysteries and vive-versa.

Mont-de-Castel treats Music as a new game paradigm: its process of creation.

To conceive the show means to assemble (pre-recorded) performance elements as modular items which can be “tuned” or “customised”. The items will be part of large collection of diversified elements, thus giving place to almost infinite combinations, creating a new unique opera-show each time Mont-de-Castel is played. The game ends up with the final performance, according to the unique dynamic scripting each player will define through his gameplay and choices. This performance can be saved and presented to the Mont-de-Castel game community for evaluation and glory(!) in the OLDTOWN GAMETALES web site.

Imagine a large puzzle with multiple solutions each piece being a performance item we can call OPERITEM (opera-item) – these could be elements of vocal or instrumental music, declamatory texts, (puppets and singers) facial or body expression, scenery props, etc. OPERITEMS will be conceived (or chosen), supported, ascribed, tuned, mastered, rehearsed and performed on stage.

The OPERITEM maturation chain - Music is simple and extremely intuitive - one single module of four 4/4 measures in C Major to be repeated or combined in Polyphony: Anyone, even without musical education, will have a lot of fun, will learn, and will achieve results, although talented people will take it even further, to the Parnassus!

The SCORE is brought to life through the OPERITEM maturation chain. 10 steps:

  • Collecting OPERITEMS in draft (conceptual) stage
  • Finding, selecting, assembling and tuning musical instruments
  • Assembling marionettes with old puppetry junk
  • Gathering scenery and props and making them ready
  • COMPOSING the opera score
  • Changing expression qualities of OPERITEMS
  • Mastering musical instruments
  • Convincing and inspiring performers
  • Rehearsing the performers
  • Conducting

OPERITEMS will thus change; 5 maturation states:     

  • Draft
  • Designed
  • Made ready
  • Rehearsed
  • Mastered

The CHESS OF MUSIC will serve for COMPOSING the opera SCORE. OPERITEMS in iconographic, dummy, or musical script form will be arranged on the board (some overlapping) where its square grid will represent musical 4/4 bars. The location of OPERITEMS on the chessboard will result in different triggering (entry) times for the instrumental music, declamation, or singing to sound, or to launch the animation of actors, puppets, and stage-effects. Tuning, distortion, time stretching, and other effects are allowed!

Previewing - At any time a thematic preview can be made by sections (music, acting, singing, etc…); the player will be presented with the sequential audible display of the virtual performances; Each day at rehearsal time Matias wil have the opportunity to show a complete preview (all sections together) of the show in its state of maturation.

The maturation of OPERITEMS is done through 8 mini-games; These will simulate the challenges of conceiving, equipping, rehearsing and conducting the puppet opera show.

V – INTERACTING - Finally, physical interacting between characters will constitute the fifth mode. This is where Monte-de-Castel joins the tradition of action-adventure games. Nine attitudes:

  • To focus
  • To greet
  • To receive
  • To shake hands
  • To strike
  • To push
  • To kick
  • To punch
  • To avoid

OTHER ASPECTS OF THE GAMEPLAY

Photography - Matias will use his photographic apparatus to take photos to use in his diary

Notebook - Matias will use a notebook to register his discoveries

Scores - The game will account systematically for 5 different states of Matias (mood, prestige, fatigue, sleepiness, hunger) to be monitored at any time. These states will influence Matias' performance, thus there must be time to eat, sleep, joke, or to regain self-esteem.

Musical-Drama in its magic creative moments

In-game Performance Art is a challenge! But our strategy has a secret: We (the musician-actors) recreate the Mont-de-Castel Company by incorporating vividly its members, as if we were possessed - Believe!

  • Gérard who is baroque-minded and very French
  • Pablo, a fan of Mediterranean ancient folklore and an enthusiastic follower of the rising influence of impressionism in music
  • Alfo a furious defender of Italian Opera Singing and an addict of fanfares
  • Maria who has a romantic German-Austrian taste but also favours more mundane chansonettes
  • Matias who wants music with more innovative (and exotic) approaches

Our long-standing way of feeling Music - as a mixture of acting, singing and playing - is the very same way the Mont-de-Castel Company members create their own work, imposed by the necessity of a poor itinerant puppet opera group, where all must be versatile jacks-of-all-trades. 

We create our performance art in real sessions of intense drama & music improvisation and rehearsing in our “Music Room”. 

Here we are recreating the work of our five virtual friends. Alternative styles will be assumed, tested, played. From the video recordings of these sessions we are rebuilding hundreds of audio files (speech, singing, playing) and acting sketches (video footage for character animation). These files will provide hundreds and hundreds of modular items to be used creatively by the player.

Note that we will end up with contrasting results, from ugly early drafts to highly elaborated performed fragments.

But, wait! Not just ourselves! We could already gain the complicity of many of our musician-friends: They will all come to record their one personal interpretations of the "Trois jeunes tambours" little tune. And the audio library grows and grows...

The five languages of Mont-de-Castel

Mont-de-Castel is spoken simultaneously in the typical western dialect of "Europainish" (English, French, Portuguese, Spanish, Italian) - each character speeks his mother language! The player can chose one of the five languages for captions and help. 

RAM Game-Engine

To permit our gameplay and arts (featuring our OLD TOWN GAMETALES brand) we built a game-engine of our own - RAM. It evolved from its original form on DirectX9c (in 2007) to its present Version 3B on D3D10/11.

RAM is an action-adventure game-engine in 1st & 3rd Person. Ancient urban cores with their houses, infrastructures, monuments, and the whole paraphernalia of props has been a major topic for investment using massive instantiation and innovative management of levels of detail and occlusion of the scenery.

In the last months we invested in the rendering of house interiors where the same system has been adapted in a versatile way.

A special focus is given to character animation based on a three-fold system of a) scripted animation sets, b) procedural bone animation, and c) facial morphing. Character interface (in duos, trios, quartets, quintets) is the object of special development in our module TAKE - a hybrid system of scripted, finite-state-machine and message-based Artificial Intelligence.

The whole dynamic real-time puzzle of music (and audio) is taking full advantage of the XAudio2 Microsoft API

Modelling and Animation

Most of Mont-de-Castel small town is conceived and reconstructed, although most of urban props are still missing.

A set of native plants of South Europe is modeled at various LODs. Vegetation (on road-sides, backyards, gardens,...) is still to be recreated, but its game-engine support is ready.

The “Refuge Inn” is almost half-way ready; its ambiance must still be fully enriched with more furniture, mobile-art, books, science and musical instruments, bric-a-brac, and tools (cooking, gardening, backyard husbandry).

We have modelled the main personages - Matias, Alfo, Gérard, Montclaro – who are already “rehearsing”; Maria, Florecita, Pablo and the Count are coming…

Secondary characters will include a maid and a cook, the priest, 2 artisans (Horiot and Mère Michèle), the Count’s coachman and his son, and a police-man. In addition a rich set of charactes will be created, to express the social diversity of the town.

Our characters are non-standard NPCs! We avoid to say it in front of them… but… half-real, half caricature, they are our puppets, who play their own puppets…

Alas! Are we ourselves also your puppets?

We fear our team is quite unique in the game-studio panorama due to our eclectic improbable background on Natural and Heritage Sciences, European Old Drama & Music, and Interactive Computer Graphics:

Be sure: The Mont-de-Castel game will be something new - we can’t escape it! ... for the best or the worst …

José Mateus (PhD) with his curriculum on Science, Music and Computer Graphics is responsible for the technical and artistic aspects of Mont-de-Castel. He has been a researcher in Archaeology and Landscape Ecology. He created and directs the Camerata da Cotovia – an Early Music group where he plays a dozen instruments. In the last 15 years he has been mostly concerned with game-engine development. He is the “father” of the RAM engine.

Paula Queiroz (PhD) is responsible for the conception and modelling of most of the 3D scenery (town, house interiors, props, plants). She works with 3DStudio Max (Autodesk), CityEngine (Procedural) and XFrog (Greenworks). She also administrates all the data input to the RAM engine (structures, scripts, geometries, animations), according to our own IO formats. She is a botanist and her long experience on managing research consortia at the University is precious here: Paula administrates the whole production of Mont-de-Castel.

Ken Rigby is CEO and director of MellaniuM and Tele3dworld. With a background of electronics and systems engineering (Hertfordshire), he now spends most of his working time researching, evangelising and developing 3D techniques to aid learning, communications and innovation. His business delivers cost effective VR solutions to clients across the globe.

Stephen Bull is a violinist and a composer. He has directed (as conductor) baroque-music orchestras and was responsible for the recreation of two puppet operas of the 18th century; This occasionally involved the reconstitution of music scores from fragmentary evidence. Stephen is also an actor and has a definitive contribution to the acted sketched sequences used as video-models (background footage) for the animation scripting of the virtual characters. Finally, he is in charge of part of the musical composition for the puppet opera. 

Alexandre Mateus is a Master-degree student of Computer Graphics & Multimedia Systems. He is an experienced 3D artist and has been busy on the creation of most our characters and complex models such as sculptured portals and statuary. He is an expert on Max and ZBrush. Alexandre is also a musician (playing the bass viol). 

Jacinto Mateus is a pianist and harpsichordist. His broad and long experience as a gamer is precious for his key contribution to the Mont-de-Castel Game Concept and Game-Play. Apart form musical performance Jacinto is responsible for part of the new musical creation. He is also in charge of the audio recording and sound edition & mastering. 

Renata Pacheco is a Master-degree student of Computer Graphics & Multimedia Systems. She is an experienced C++ programmer having worked with OpenGL and HTML in game prototypes and web design.

Tanja Šimić Queiroz (M.Mus.) is a mezzo-soprano, recognized for the rich, warm colour of her instrument and strong acting abilities. She has performed many Opera scenes and roles, and she is also an established concert and lied singer. Tanja is also singing and performing in Audio and Video Art works, and maintains a private vocal studio. http://tanja-simic-queiroz.com/

João Canto e Castro is a viola player and an actor, specialised in voice imitation and puppets dubbing. For the last 10 years he gave his voice (under many different imitative transmutations) to many politicians in a famous TV humour series with puppets (similar to the well-known TV programme “The Muppets”). 

Robert Rigby is a specialist in Landscape management with a long experience on game development and interactive 3D on-line forums at MellaniuM. His expertise on project management is precious for the production sustainability and global marketing of Mont-de-Castel.

Other creative people (actors, musicians, programmers, animators, modellers, audio mastering experts, game testers) are anxious to participate… but major contributions will come, surely, from kickstarter backers.

Why? Because Mont-de-Castel must be a collective repository of memory references from our recent past in the dawn of modernity. A shared passion for the unveiling our collective memories from 150 years ago, through the direct link of our great-great grandfathers' legacy. The passion for a vivid Archaeology of our senses, emotions, beliefs.

We want you to join the Mont de Castel Company! Your “inherited” memories and references are the very substance of this new game – Playing Our Heritage

Mont-de-Castel is more than half-way into its production. All laboratories (conception, scripting, actors' sketching, modelling, animation, RAM output/input, music & sound) are well established and working at full-speed.

Our team is active since 2003: One interactive multimedia built on a 2D DirectDraw game-engine, and four playable game prototypes for our brand OLD TOWN GAMETALES came out.

The RAM engine is a stable and tested platform. Although not the most sophisticated piece of technology (for AAA action-adventure standards) it suits well our Exploration, Drama, and Music purposes extending enormously the playabilities of traditional point & click adventures.

Terrains, plants and vegetation have been a major topic of interest due to our botany and ecology backgrounds.

Urban structure, common architecture and monuments have been modelled for many years under different approaches and integrated at 3D game-render. The challenge here is to achieve museographic qualities - we are dealing with ancient urban cores (in Europe) where surface detail is crucial (raw materials, production stigma, and patinas).

Drama is always a great challenge in games, and here we are ambitious. Our present investment is in complex interaction between characters (such as a quintet of singers): The player will take part in group discussions, at dinner table, on stage... This is the true battlefield, where Matias will have to master suitable strategies and tactics to fulfil his objectives by persuading, bluffing, inspiring, cheating, or simply by imposing his wisdom, creativity and charisma.

Will we manage? We sincerely hope so…

Another great challenge is Virtual Artistic Performance

Can he provoke interest in people used to good cinema or vivid theatre? What do we lose? What can we gain? The secret here is that the player should influence alternative NPC responses. And this implies that speech-mimic expression in Mont de Castel is not completely pre-scripted, but, on the contrary, depends procedurally on game casuistic (by the extensive use of real-time IK head-arms-eyes animations and animation-set and morph blending).

Can we master this? You will be the judge. So. be attentive to our Developers Diary and to the on-going progressive results.

Motion-Capture is expressly NOT used. Because we must  grasp the essential, we look at human mimics with the mind of the painter, not of the photographer; We prefer to analyse and synthesize virtual dramatic expression, occasionally tempted by the caricature (stressing eloquent features).

Will it work in the end? We hope so... and we are eager to face the challenge.

Musical production (after many years of experience) is very mature and natural both in interpretation and improvisation. We have mastered music rehearsal; sound recording; audio mastering: No risks!

Finally our strength is our weakness (a close circle?): We are a very small team with a completely integrated and coherent working scheme.

Risks and challenges

Risks and Challenges are included in main story

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Support

  1. Select this reward

    Pledge £5 or more About $6

    Other currencies est.: $8.2, €6

    ... be a Mont-de-Castel fan!

    Receive a personalised signed photo of the Mont-de-Castel Puppet Company (digital) thanking your support. Your name will be listed in the "Backers" section of the game credits and in the development diary at the official website *. You will have access to the Official Mont-de-Castel Community forums, with a unique "Kickstarter Backer" badge, where you get a place to speculate about the game, offer suggestions, and interact with the development team.

    * if explicitly required, your name will not be mentioned/listed

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    Pledge £10 or more About $12

    Other currencies est.: $16.3, €12

    ... be a Mont-de-Castel gamer!

    Receive a digital copy of the Mont-de-Castel game for your computer, along with a digital manual (PDF) at a special backer's price. All previous rewards included.

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    Pledge £17 or more About $21

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    ... be a Mont-de-Castel special gamer!

    Receive a Box Edition of the Mont-de-Castel Videogame, including a booklet manual, at a special backer's price. Rewards of £5 included

    (please add 8£ ($13, 10€) for shipping).

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    Pledge £20 or more About $24

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    ... be a Mont-de-Castel listener!

    Receive a digital copy of the Mont-de-Castel Soundtrack. Rewards of £10 included.

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    Pledge £45 or more About $55

    Other currencies est.: $73, €54

    ... be a Mont-de-Castel collector!

    Receive a Collector's Edition Box of the Mont-de-Castel Videogame, signed by the authors, including a DVD copy of the Videogame, a booklet manual, a CD copy of the soundtrack, a DVD copy of a "comics" (bande-dessinée) book (PDF) with the Mont-de-Castel storytelling, and a DVD copy of the "Making-of". Rewards of £5 included

    (please add 8£ ($13, 10€) for shipping).

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    Mont-de-Castel Club Member

    ... be a member of the Mont-de-Castel Club!

    Become a member of the Mont-de-Castel Club and cooperate directly with your ideas on the game development, in a restricted club’s forum, with recurrent personalised feedback from the team. Receive a Mont-de-Castel T-Shirt. You will have special thanks in the game credits. Rewards of £45 included.

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    Pledge £200 or more About $245

    Other currencies est.: $326, €241

    Mont-de-Castel Club Member

    ... be present at Mont-de-Castel!

    Your name (or other of your choice, provided it is not considered a commercial in-game advertisement) inscribed in a game prop - as a book author, on a newspaper notice caption, on a show advertisement credits... Rewards of £80 included.

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    Mont-de-Castel Club Member

    ... your portrait at The Refuge!

    Your portrait (in “sepia” old appearance) in a collective photo at The Refuge (or other prominent game scenario). Rewards of £80 included.

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    Pledge £350 or more About $428

    Other currencies est.: $489, €362

    Mont-de-Castel Club Member

    ... be referred at Mont-de-Castel!

    Your name (or other of your choice, provided it is not considered a commercial in-game advertisement) inscribed in a game prop with protagonism in the game storyline (explicitly referred by the main characters in a game TAKE) - as a book author, on a newspaper notice caption, on a show advertisement credits... Rewards of £80 included.

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    . Mont-de-Castel Club Member

    .. your portrait well visible at The Refuge!

    Your single portrait, you and your beloved, your family, or your friends, in a framed photo (in “sepia” old appearance) at The Refuge (or other prominent game scenario) . Rewards of £80 included.

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    Mont-de-Castel Club Member

    Additional Designer

    ... be a writer at Mont-de-Castel!

    A one page text of your creation (a poem, a small tale, an anecdote **...) inside the game - in a book, magazine or newspaper (provided it is in accordance with the game ambience, accepted by the game developers team, and not considered offensive or a commercial in-game advertisement). You will have the name of your item with your name under "Additional Designer" in the credits, along with the development team. Rewards of £80 included.

    ** in one of the five languages of Mont-de-Castel (english, french, portuguese, spanish and italian)

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    Mont-de-Castel Club Member

    ... be notoriously considered at Mont-de-Castel!

    Your name (or other of your choice, provided it is not considered a commercial in-game advertisement) inscribed in-game - as a street name, in a shop signboard, in a opera/theatre/concert poster referred as main author/conductor/performer... Rewards of £80 included.

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  13. Select this reward

    Pledge £500 or more About $612

    Other currencies est.: $815, €603

    Mont-de-Castel Club Member

    ... your portrait notoriously visible at The Refuge!

    Your single portrait, you and your beloved, your family, or your friends, in a framed photo (in “sepia” old appearance) at The Refuge (or other prominent game scenario), with protagonism in the game storyline (referred explicitly by the characters in a game TAKE). Rewards of £80 included.

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  14. Select this reward

    Pledge £500 or more About $612

    Other currencies est.: $815, €603

    Mont-de-Castel Club Member

    Additional Designer

    ... be a painter at Mont-de-Castel!

    A small piece of art of your creation (a small drawing, an engraving, a B/W photo...) inside a game prop - in a book page, a newspaper new,... (provided it is in accordance with the game ambience, accepted by the game developers team, and not considered offensive or a commercial in-game advertisement). You will have the name of your item with your name under "Additional Designer" in the credits, along with the development team. Rewards of £80 included.

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  15. Select this reward

    Pledge £500 or more About $612

    Other currencies est.: $815, €603

    Mont-de-Castel Club Member

    Additional Designer

    ... be a notorious writer at Mont-de-Castel!

    A small poem, story or tale ** (3-4 pages) of your creation inside the game (provided it is in accordance with the game ambience, accepted by the game developers team, and not considered offensive or a commercial in-game advertisement) in a in-game book, with handling pages, consultable by the player. You will have the name of your item with your name under "Additional Designer" in the credits, along with the development team. Rewards of £80 included.

    ** in one of the five languages of Mont-de-Castel (english, french, portuguese, spanish and italian)

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  16. Select this reward

    Pledge £750 or more About $917

    Other currencies est.: $1223, €905

    Mont-de-Castel Club Member

    Additional Designer

    ... be a framed painter at Mont-de-Castel!

    A piece of art of your creation (a painting, a draw, an engraving...) inside the game, properly framed (provided it is in accordance with the game ambience, accepted by the game developers team, and not considered offensive or a commercial in-game advertisement). You will have the name of your item with your name under "Additional Designer" in the credits, along with the development team. Rewards of £80 included.

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  17. Select this reward

    Pledge £750 or more About $917

    Other currencies est.: $1223, €905

    Mont-de-Castel Club Member

    Additional Designer

    ... be a musician at Mont-de-Castel!

    Come to our studio and record your one version of the tune "Trois Jeunes Tambours" with your own musical instrument, to be available in the game as a choice for the Opera final performance; In alternative you can record a short music of your choice to be preformed in a rehearsal or warming-up team’s session (travel expenses & accommodation to/in Lisbon - Portugal should be on your account). You will have the name of your item with your name under "Additional Designer" in the credits along with the development team. Rewards of £80 included.

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  18. Select this reward

    Pledge £1,000 or more About $1,223

    Other currencies est.: $1631, €1206

    Mont-de-Castel Club Member

    Additional Designer

    ... be a referred notorious painter at Mont-de-Castel!

    A piece of art of your creation (a painting, a draw, an engraving...) inside the game (provided it is in accordance with the game ambience, accepted by the game developers team, and not considered offensive or a commercial in-game advertisement), referred explicitly in-game by the game characters in a TAKE. You will have the name of your item with your name under "Additional Designer" in the credits, along with the development team. Rewards of £80 included.

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  19. Select this reward

    Pledge £1,250 or more About $1,529

    Other currencies est.: $2038, €1508

    Mont-de-Castel Club Member

    Additional co-producer

    ... be a Mont-de-Castel guest!

    Be invited to the Mont-de-Castel Launching Party (travel expenses & accommodation to/in Lisbon - Portugal should be on your account). It includes a full-day commented and guided (by archaeologists/historians) excursion to some of the historical places that have been used as models and inspiration for the Mont-de-Castel town recreation. Have your name as "Additional Co-Producer", listed in the game credits. Rewards of £80 included.

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  20. Select this reward

    Pledge £1,300 or more About $1,590

    Other currencies est.: $2120, €1568

    Mont-de-Castel Club Member

    Additional co-producer

    Additional Designer

    … be a creative member of the Mont-de-Castel Team.

    If you share the same passion as we do for gaming the vivid past… if you can model in 3D, animate characters, create 2D textures, or simply play and record Music… you can become part of the Mont-de-Castel Creative Team. In this case you will be able to create a short expansion of the game to be incorporated in a special game upgrade to be launch after the first game version deliverance. We will send you (approximately in nine months) the Alfa Version of the Mont-de-Castel game (testing version), together with an illustrated course manual (PDF) covering the technical features of the Mont-de-Castel game and RAM engine, fully supported on-line by our team’s advise. In addition, you will be able to participate in a two-days intensive presential workshop in Lisbon (travel expenses & accommodation to/in Lisbon - Portugal should be on your account). Finally, you will receive for your personal dissemination (around 6 month after first game deliverance) a set of 10 extra copies of the collector’s edition upgraded with your own expansion. Rewards of £1250 included.

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  21. Select this reward

    Pledge £4,000 or more About $4,893

    Other currencies est.: $6522, €4825

    Mont-de-Castel Club Member

    Additional co-producer

    Additional Designer

    ... design a NPC!

    Design a NPC for the Mont-de-Castel village. You will decide his personal looks, characteristics and occupation (within feasibility, game ambience constraints and accepted by the game developers team). Have your name as "Additional Designer", listed in the game credits main section. Rewards of £1250 included.

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  22. Select this reward

    Pledge £4,000 or more About $4,893

    Other currencies est.: $6522, €4825

    Mont-de-Castel Club Member

    Additional co-producer

    Additional Designer

    ... design a side-story!

    Include a complete short story or anecdote (up to around 5 minutes of game-play) to be performed by the game main characters, as a side story (within feasibility, game ambience constraints and accepted by the game developers team). Have your name as "Additional Designer", listed in the game credits main section. Rewards of £1250 included.

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  23. Select this reward

    Pledge £5,000 or more About $6,116

    Other currencies est.: $8153, €6031

    Mont-de-Castel Club Member

    Main co-producer

    Additional Designer

    ... design a scenario!

    Design an interior space, a shop, a workshop, a house chamber…, as a extra scenario in the game (within feasibility, game ambience constraints and accepted by the game developers team). You will provide illustrated descriptions of your scenery elements (architecture, props, ornamentations) in order to permit us to adequately work-out the 3D modelling and game incorporation of your ideas. Design also a NPC and a side-quest as in rewards £4000. Have your name in the opening credits as a "Main Co-Producer". Have your name as "Additional Designer", listed in the game credits. Rewards of £1250 included.

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  24. Select this reward

    Pledge £5,000 or more About $6,116

    Other currencies est.: $8153, €6031

    Mont-de-Castel Club Member

    Main co-producer

    Additional Designer

    ... design a special NPC!

    Design a NPC with protagonism in the storytelling from the Mont-de-Castel village. You will decide his personal looks, characteristics and occupation (within feasibility, game ambience constraints and accepted by the game developers team). You will provide illustrated descriptions of your character in order to permit us to adequately work-out the 3D modelling and game incorporation of your ideas. Note that the storyline will be adapted to incorporate the recurrent performance of your character. You will have your name in the opening credits as a " Main Co-Producer ". Have your name as "Additional Designer", listed in the game credits. Rewards of £1250 included.

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Funding period

- (40 days)