Blightmare is a game that explores the whimsical and fantastical worlds that children create... and the dangers of boundless imagination. Follow Blissa on her journey into her dreams where she discovers exciting new worlds, and fights off her nightmares.
Blightmare will be released initally for the PC and Mac on Steam.
We already have a working prototype of Blightmare, and the feature design for the first chapter is complete. Now, we're looking to expand the characters and story that drive the game, so that we can take the game to the next level. That's where you come in.
We've set up our supporter rewards in a way that we think is really fair, and we're asking for the minimum amount of funding we require to ship the first chapter and help get us started on chapter 2.
If we get fully funded, we've set up some stretch goals as well that will really help bring Blightmare into the limelight, and give us a solid year of development work to ship the next two chapters.
For people who are interested in how their money is used for the project, we've created this handy dandy breakdown!
Plateau games is comprised of four guys with a passion for video games. Andrew, Chris, Jacob and Tom have all worked in game development for years, and decided that it was high time to turn that passion into an actual business. Here’s some background on the team:
Tom has been writing software for over 10 years, and working in the game industry for 6 of those years. He has worked on flash games such as Zombie Misfits, and Kingdoms CCG, mobile games such as Zengaku, and web games such as Mech Force, Tiny Kingdoms and Tiny Tappers. In his spare time, Tom plays with digital electronics, and likes restoring and programming classic computers.
Chris graduated with a CS degree from McGill University and dove into AAA game development at Visual Concepts Entertainment where he worked on the online team for NBA2K12 and 13. Chris then followed a girl to London, Ontario where he has worked on several web games such as Mech Force, Tiny Kingdoms, and Tiny Tappers. Oboe, soccer, and cooking keep Chris busy while his code is compiling.
Jacob: Project Direction and Game Design
Jacob has been working in game development for the last 20 years of his career. He started in AAA development on the Battlefield franchise, and from there moved to indie games and mobile and casual games. Most recently he was the senior producer on YoWorld, an online social game with hundreds of thousands of active players. Jacob is also a requested speaker at game industry events, including the Game Developers Conference, Montreal International Game Summit, Seattle’s Mobile Games Forum, and a host of other industry related conferences.
Andrew: Artist and Game Designer
Andrew graduated with honours from the Sheridan animation program and spent the last 5 years of his career honing his professional skills at Big Viking Games. During that time he also worked on animated television shows on Disney Jr., as well as popular Youtube series in collaboration with Carbot Animations and Mashed. He is now striking out on his own to fulfill his destiny in making creative, story driven, video games as well as logging his adventures on youtube! (Channel: W3LFAR3)
Here are the concept animations for our main character, Blissa
Here are a few of the friends you might encounter during your journey. Some bugs have multiple skins.
Welcome to Blissa's dream land. Use her net to help explore!
Moths can be captured to cross gaps that are too far to jump
Combine bugs to explore hard to reach places.
Hitch a ride on a friendly caterpillar to travel to places you never thought possible. Happy exploring!
Blightmare is being developed using the Unity engine. We are doing our development in C#, utilizing a few plugins from the Asset Store where it makes sense. However we have a bit of our own secret sauce when it comes to the important things like the character movement and controls. In preparation for this Kickstarter, we created a game play prototype which demonstrates some of the game mechanics. We submitted this prototype to GameSlice, a local indie game event, and it has been selected for the 2018 event happening this May!
Risks and challenges
As with any game development, there is a lot of uncertainty when it comes to finalizing the design and content of the game. That being said, all of our core mechanics are already in game and working as planned, and shipping the first chapter by the third quarter of 2018 should be entirely possible.
This is a heart and soul project by developers who have worked in the industry for years, and really just wanted to make a game that tells the story that we wanted to tell. The greatest risk to us is not being able to deliver a game that is to the high standards of quality to which we all hold ourselves.
That’s why we need YOUR support.Learn about accountability on Kickstarter
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