Knittin' Kittens game
Knittin' Kittens game
When we're not watching, kittens sprout an extra long claw and knit sweaters. The results are frightening. Distract them! Quickly!
When we're not watching, kittens sprout an extra long claw and knit sweaters. The results are frightening. Distract them! Quickly! Read more
Welcome! I've worked on large games like Mass Effect, Alan Wake, Dungeon Siege II, and Combat Flight Simulator. But now, I have a very different kind of project.
The comical conceit of Knittin' Kittens is that kittens have an extra claw, the size of a knitting needle, in each front paw. If they are allowed to be alone with a ball of yarn, SHINK! Out they come like Wolverine's claws, and they will knit sweaters, which is the worst thing ever.
That's why you have to distract them.
Knittin' Kittens is technically a time management game. It's the "spinning plates" dynamic, if you like. (Plants versus Zombies is a good example of this.) The kittens notice the balls of yarn, and you've got a box of distractions to prevent them from knitting. There are laser pointers, feather danglers, boxes, newspapers, catnip... all the things that cats like. Plenty to keep you busy, and laughing.
There will be 14 levels in the game; each level represents a room in a big house.
The game will run on iOS and Android smartphones and tablets. (We'll make it for other platforms later, if there is enough demand.)
The funds from this Kickstarter campaign will go toward:
- Keeping the producer/designer/creative director alive.
- One programmer
- One environment artist
- One character artist
- Three animators
- One composer/SFX guy
So as you see, the budget will go a long way. The production time is scheduled for six months, so if we get started in October (and lose a little time over the holidays) we can expect to complete the game in April, 2014.
Risks and challenges
I've been involved in video games since 1996. I've seen a lot of unexpected things happen, and I have seen some innovative approaches on how to deal with a lot of challenges.
The challenges you don't expect require flexibility and backup plans, and I've gotten pretty good at that over the years.
The challenges I actually expect are the ones that naturally come with a virtual studio with a globally distributed team, which is the new reality of 21st century game development.
In order to produce a game of this quality on this budget ($200,000-$400,000 is typical for a game of this scale), I will be working with an excellent programmer in South America and some very fine animators in China. My composer and my environment artist both live in Los Angeles, which is in the same time zone as Seattle, where I am based. I will be on Skype a lot, at all hours of the day.Learn about accountability on Kickstarter
- (30 days)