About the Game
Welcome and thank you for taking the time to view our Kickstarter project.
‘A Dragon’s Tale’ is a virtual reality game for the HTC Vive and Occulus Rift, set on a cluster of fantasy tropical islands. In the game you will start off as a baby dragon, hatching from an egg. You will proceed to learn how to fly and breath fire, growing into a huge, fully fledged creature. The game displays a charming handpainted style which looks marvelous in VR.
The setting of the first part of the game is the island we have shown off in our alpha footage in the video above. Here you will spend your childhood, learning the ways of a dragon. Catastrophic events later in the story lead you to other islands, where you will encounter numerous foes, friends and monsters. Also planned are a multitude of side-quests both lighthearted and serious, where the decisions you make will impact the landscape of the islands and the lives of its inhabitants.
As the game is in virtual reality, full immersion is a key part of the experience. We want you to feel like a force of nature, to destroy the landscape around you if you see fit. Many wondrous and bizarre creatures have been designed, both friendly and dangerous, each with their own unique personalities and behaviours. We aim for these creatures to be fully interactable; to fear you or to see you as a playmate. Our favourite creature is the Flopper-Tropper, a pig-unicorn hybrid which bounces around the shoreline, spearing fish on its horn, flipping them in the air, and catching them in its mouth.
The construction of our island has been carefully thought out so that each zone will feel distinctive, each with their own types of plants and creatures. We wanted to create our own ecosystem, for the game to feel authentic, despite being set in a fantasy world. Many of these assets are still under construction, but we will be able to implement them once we are funded.
The pages you saw at the beginning of the video are part of our intro cutscene. The title of 'A Dragon's Tale implies that this is a story. With that in mind, we've designed an opening cutscene where you flick through an old tome in a tavern, providing some exposition. The inspiration behind these still was found in medieval wood-cut prints and etchings.
We thank you for taking the time to look at this project. The team has worked furiously for 8 weeks to get to this stage, and we are hopeful that we can expand what small amount we have here, into a fully fleshed out game. Please feel free to ask any questions and our email is always open.
We want to add as much content to this game as possible. the more that is donated, the greater we can expand the experience, with more creatures, adventures, characters and islands.
About the Team
Hey guys I'm Alex. I studied Computer Games Programming at De Montford University and I've been passionate about games my entire life. I find Virtual Reality games fascinating, and designing one has been a beautiful blend of challenging and rewarding.
My name is James and I'm the Deputy Director of Spillage Games and our Concept Artist. I studied Fine Art at Norwich University of the Arts, and I have a background in painting, printmaking and photography. Alex and I have known each other for around 12 years now, and this is the first game that I have been involved in.
Greetings, my name is Graham Smith, I'm the lead 3d artist and art director working on A Dragon's Tale. I've been modelling for 12 and have worked in various AAA studios, such as Epic Games and Redstorm Entertainment, as well as a few indie studios. I was responsible for coming up with the beautiful immersive art direction you see, the friendly lighthearted theme. I feel humbled to have been able to be a part of the development of A Dragon's Tale and sincerely hope you guys enjoy our game!
Hey I'm Rob! I'm a UK based freelance mover of things, with 5 years of animation experience padded out with 2 years of freelancing. When I am not animating, I am generally thinking of animating. Technically I am also a scientist (B.s) thanks to my Bachelor's degree in Games Design which I earned at Leeds Metropolitan University so I do imagine that has helped me somewhere.
Hey there! My name is Imco and I’m a composer from the Netherlands. I’ve been fascinated by music ever since I was young, playing in orchestras, singing in choirs and experimenting with different instruments. For the last couple of years, I’ve been arranging and composing my own music, taking inspiration from games, films and music that mean a lot to me. I hope my music will take you on a journey, as I believe every piece of music holds a story to be told.
Chris Dattoli is a New Jersey based voice actor who has been a part of various video games, audiobooks, visual novels, and animated series. Chris is most well known for his work as “Kon" in the fighter game Konsui Fighter, "Kuroki Maeba" in ReBite: The Psychopathic Chef, "Rower" in the animated series Handaria, & in the Brigandine Grand Edition as Zemeckis, Cador & Paternus. In addition to voice acting, Chris also is part of the Extra Life NJ branch where he streams to donate money to children's hospital. Chris is a long time fan of anime (back when they were on Laser Disc!), and video games and loves to keep up to date on the newest titles.
Risks and challenges
This is our first project as a team and a brand new company. Despite a lot of creative talent and dedication, this has still been a huge learning process for us. Mistakes have been made and challenges have been faced. We always make a conscious effort to continually learn and improve on our creative and business practice.
We have to work part-time jobs to provide ourselves with a steady income to live with. This has sometimes impeded productivity due to time spent at these other jobs and the exhaustion that comes with it.
The team has employees in different time zones, resulting in delays in communication and collaborative work on assets.
If the Kickstarter is unsuccessful, we will have to halt production for the time being. However, have a second option. We will take the project to EGX convention, London in April 2019, with the hope of gaining some attention from potential investors or publishers.
We want to create the best experience possible for our consumers. With more funding, we can expand the game to surpass our own initial expectations for the project. This may lead to delays in the release of our final product due to adding more content and features.
Challenges are encountered when shipping physical rewards due to delays from manufacturers, shipping costs and weather conditions.Learn about accountability on Kickstarter
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