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From the level designer of Perspective comes a successor to his award-winning game The Fourth Wall, a game about limits of the screen.
From the level designer of Perspective comes a successor to his award-winning game The Fourth Wall, a game about limits of the screen.
1,048 backers pledged $37,912 to help bring this project to life.

The Team

Posted by Ludo Land (Creator)

Hi Backers,

I am blown away by the support we saw yesterday! We are so close to the 50% mark of our goal, I can't believe it.

I'll get to that in a minute, but first I want to talk about our team.

The Team

As you've probably seen by now, we have a new team section on the Kickstarter page, with a description of each of us, but you may not know how we all came to know each other.

Let's start with the art side. In my second year at DigiPen, I took a film class that eventually tasked us with creating a short film of our own. We broke off into groups, and I ended up becoming good friends with the others in my group, including Amalachi. When I started looking for artists for the original game, I approached her and another friend in the film group, since I had seen some of their work. Of course, when I told her that I was making a sequel, she was in.

Jason went to DigiPen as well, but you may wonder how we came to know each other, since he attended the Singapore campus. After graduating, I worked as a level designer at a game company that had recruited him to work on their game. While I was there, I saw the talent that he had in creating game art (and playing DOTA). I have since moved on from that job, but I knew that Jason would be a great artist to bring onto the team. 

Jesse and Amalachi are friends that had worked on projects together, so it was only natural that she recommended him when I started looking for artists. I met up with him and saw his work, and I knew he would be a great fit for the team.

I met David in school as well, through his game Super Space ____. They were playtesting the game pretty often, and naturally, it consistently drew crowds. I gave the game a try and was instantly hooked by the fact that the name of the game is randomly generated - the blank in the name cycles through a vast pool of name additions on the title screen. It's a novel idea, and the titles are consistently funny, which is hard to pull off in a game. Not to mention that the four player co-op versus play is super chaotic and fun, and the minimalist style is beautiful. We were often at the same events, so we got to know each other.

David approached me about doing something for the game's title design. Currently, it's just a plain font. The team had experimented with the title design before David joined, but I eventually tabled the discussion and settled with a plain font. I think David will be a good person to give us a new perspective on how to approach the title design, as well as the user interface and promotional materials.

I met M.J. through the Perspective team. I had seen him around before, as he was making music for nearly every game at DigiPen at that point, but I was able to work with him once I joined the team on Perspective. We also worked together when I was at my level design job that I mentioned earlier. I saw that he had an uncanny ability to make great music (and to work on multiple projects at the same time), so of course I asked him to join the team.

Ian is another one of Amalachi's friends, who I met last year. I mentioned the project to him, even though it was in very early stages, and he was immediately super helpful, offering to help tell people about the Kickstarter once it was up. Recently, he approached M.J. and myself about joining the team, and he's a great fit!

Alek has a penchant for being vocal about whatever he's excited about, and when I met him, he was excited about old multiplayer games. He was starting a club at the school that would entail playing old, forgotten multiplayer games, called Dead Gamers' Society. I could already see that we had a similar sense of humor. 

I thought the idea was great, it's a shame that old multiplayer games are essentially unplayable at some point, since there's no one to play them with anymore. I joined the club, and it quickly became apparent that getting multiplayer games up and running was pretty time-intensive and expensive. So, the theme morphed into playing old games, and that was a lot of fun.

We stayed good friends through school, and I happened to catch open mic night at the school. Alek performed a song he had written, and I felt that it matched the vibe of The Fourth Wall, so I approached him about putting it in the game. I like the idea of having another song of his in the spiritual successor, so that's what we're going to do if we can go above and beyond our funding goal.


Yesterday was pretty big for the campaign. Some prominent independent developers tweeted about the game, including Rami Ismail, Mike Bithell, Steve Swink, Ty Taylor, and Megan Fox!

There was also an article about the game posted at Eurogamer

A neat Kickstarter

Mark of the Old Ones

I wanted to take a quick second to mention a Kickstarter campaign that looks pretty neat. Mark of the Old Ones is a metroidvania style game with some pretty cool looking art. The atmosphere looks dark and moody, perfect for a game in the Metroid style, and the main character seems to have some unique abilities and ways to navigate. Give it a look!They're on their last week, and at about 50% of their funding goal. You can find their Kickstarter page here.

Talk to you all tomorrow,

-Logan (and the Ludo Land team)

M.J. Quigley, Gabriel Morgan, and 3 more people like this update.


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