The Time Tribe

Production Blog

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Please join us in extending the warmest of welcomes to our new 3D Artist …. PIPES!

We’re delighted to bring you a sneak preview of his upcoming contributions to the Time Tribe gaming home base – the manor house known as the Keep. We hope you like this evocative new elevator space as much as we do.

Richard “Pipes” Piper is a 3D Environment Artist specializing in scene and asset creation, texturing and lighting, utilizing various industry applications.  Pipes has many years of games industry experience, previously working on environment art for LEGO City Undercover and LEGO Star Wars Clone Wars at TT Fusion. We can’t wait to siphon off more of his awesome talent and send it shooting through the ages to bring us some of the best artistic renditions of the past. Ever.

Before entering the games industry, Pipes graduated from the Art University of Bournemouth UK, where he earned a First Class Degree in Digital Media Production BA (Honors) and was the first winner of the Faculty of Media and Performance BA Digital Media Production Course Prize for excellence in his chosen field.

He’s a big proponent of sharing best practice knowledge and, accordingly, has released various tutorials on modelling techniques and the creation of industry standard artwork. He’s especially proud of his first professional tutorial with Eat3D, the respected CG educational website.

We’re so excited to have Pipes join the Time Tribe team, and proud already of his work that will help bring the Time Tribe story to vivid life, and hopefully contribute to the rise of transmedia titles the world over.  

You can see more of Pipes’ work in his portfolio, and in his professional tutorial for Eat3D.

Enjoy!

Filed under The Time Tribe kids Adventure Game art archaeology history 3D Art Richard Piper Pipes

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While The Time Tribe partially takes its cues from “virtual worlds”, a common tween gaming favourite — having characters who exist in a persistent world they can log into, play minigames, collect currency, customize — its primary gameplay takes its cues from classic point-and-click adventure games.
A big part of those games is the so-called lock-and-key puzzle, which at its most basic is requiring an item to get through a door, but also involves things like finding (hidden) items to give to certain people, getting items from one person for another person, etc.
There are several quests in the ‘prologue’ launch episode of the Time Tribe, and many of them are some kind of variation on this classic idea. We think there are some neat twists to the essential formula, but essentially they are what they are.
But this means that we need the possibility of having a bunch of different items that a player could pick up lying around a bunch of different rooms in the Keep. In the picture above, you can see one image of the Great Hall LITTERED with items. We were very impressed when we looked at this image and saw the care with which our developers over at Dubit arranged all those items. They’re not just icons placed on an image, they’re objects fully in the world — our llama’s even wearing one!
- Lucas

While The Time Tribe partially takes its cues from “virtual worlds”, a common tween gaming favourite — having characters who exist in a persistent world they can log into, play minigames, collect currency, customize — its primary gameplay takes its cues from classic point-and-click adventure games.

A big part of those games is the so-called lock-and-key puzzle, which at its most basic is requiring an item to get through a door, but also involves things like finding (hidden) items to give to certain people, getting items from one person for another person, etc.

There are several quests in the ‘prologue’ launch episode of the Time Tribe, and many of them are some kind of variation on this classic idea. We think there are some neat twists to the essential formula, but essentially they are what they are.

But this means that we need the possibility of having a bunch of different items that a player could pick up lying around a bunch of different rooms in the Keep. In the picture above, you can see one image of the Great Hall LITTERED with items. We were very impressed when we looked at this image and saw the care with which our developers over at Dubit arranged all those items. They’re not just icons placed on an image, they’re objects fully in the world — our llama’s even wearing one!

- Lucas

Filed under The Time Tribe history archaeology art gaming videogames adventure game

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Concept to Creation

One of the first steps we took in creating the Time Tribe was bringing Karen’s vision to life. Our concept art of the characters and the Keep — the rambling old museum/manor home that serves as the home base of the game and the setting of our opening episode — really helped set the tone for everything that came after, and we’re blessed to have worked with artist Chris Beatrice to do so.

But we’ve come a long way since then, and as our amazing developers Dubit Ltd. actually put the game together, leading up to our beta release, it’s amazing to see these visions come to fully realized and gorgeous life.

It’s when we see images like this one that it hits us — we’re making a game. And that’s pretty cool.

Lucas

Filed under history art library education archaeology The Time Tribe gaming