WEBVTT -- English

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We are Twirlbound, a game development company
based in The Netherlands.

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We are a team of six enthusiastic developers, 
and we are making Pine.

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This game started as an interest in evolution theory,
and in struggle for survival, as a mechanic in a game.

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We wanted to make the world feel alive, and a 
key part of that became the Artificial Intelligence.

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We tried to look at ways to make 
enemies adapt to the player

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instead of them always responding to you
in the same way.

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So we looked at how can we make this game
actually listen to what the player does,

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and we looked into machine learning,

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to really see what patterns the player is using,
and respond to that in a very sophisticated way.

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For example, if you're playing defensively,
species will become more aggressive,

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while if you dodge a lot, 
they'll have to become faster to keep up.

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But this idea of adaptation grew bigger.

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What if we built a game around an 
actual ecology that changes?

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Pine is set on a moderately sized island 
called Albamare.

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It features plains, forests, swamps,
 dry areas and high mountain tops.

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On the island, everything is always alive,

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and adapting to circumstances like weather,
territories and, most importantly...

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the player.

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We're taking an alternate approach to the evolutionary course 
that has been taken on the island,

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and we asked ourselves: what if Humans actually
never landed on top of the food chain?

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You play as Hue, a shy but smart young adult

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who has to overcome his fear of the outside world
in order to find a new home for a leftover Human tribe.

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You discover the island's history step by step

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as you find useful items called 'Outfindings', 
in mysterious places called 'Vaults'.

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With all the Outfindings collected, 
you can finally make your way to this new home.

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A diverse cast of species helps 
or hinders you in getting to this goal.

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You, in turn, have the ability to 
help or hinder them as well,

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by gathering or stealing their food,

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enlarging or damaging their territory,

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or even joining their conflicts,

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by which you can shape your own
story of allies and enemies.

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Each organism is different. We use genetic 
algorithms to make species evolve as a whole,

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while keeping individual personalities and visual traits among them.

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There's this world that is constantly alive,

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and we want to give players the sense
that they're just one species on this island.

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The design of the species really comes 
from this alternate evolution;

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what if an elephant would have to be fast,
like a horse,

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or a moose would have to overcome their enemies
by building tools?

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And that's really what happens in our game, it's this
alternate universe, that's still grounded in reality.

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Pine's visual style is inspired by other games like
The Legend of Zelda or Fable.

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It has this handcrafted, warm, colorful feeling that 
really seems to appeal to a lot of people.

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We want to bring Pine to Kickstarter,
to involve the players even more.

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We are a small team, and getting direct input from
the players means a lot to us.

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Pine is currently in pre-alpha.

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We've engaged with thousands of testers for our early demos, 
and the concept turned out to work really well.

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After winning a Unity Award and getting 
quite a bit of recognition in other places,

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we think Pine and Twirlbound are
ready for the Kickstarter audience.

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So, this is where you come in.

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We've been extremely passionate about 
Pine for the past year,

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and we're really excited to make this - 
it's fantastic to work on.

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But we just need a little bit of support to finish it.

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We also think it can really benefit from your input.

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We really think this will make it 
a better product in the end,

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so thank you for watching, and hopefully
we'll talk to you soon.

