• inline_featured_image:
  • footnotes:
  • alternatywny_tytul:
  • alternatywna_mala_grafika:
  • dodatkowy_podtytul: It all started at a game jam
  • klient: Artificial Disasters
  • gra_label: Game
  • gra: Don't Wake the Beast
  • najwazniejsze_wyniki_naglowek: Key results
  • wyniki_0_tresc: full-time team members
  • wyniki_0_prefix:
  • wyniki_0_liczba: 3
  • wyniki_0_suffix:
  • wyniki: 1
  • elementy_case_study_0_naglowek: More, bigger, better
  • elementy_case_study_0_tresc: <span data-sheets-root="1">We kicked off production of Don't Wake the Beast with a larger team - regular design consultations from the very beginning, a pixel artist joining early on, and later, a level designer. Learning from the experience of Flooded, we decided to give ourselves more time for each stage of development, with the entire process taking on an even more iterative character.</span>
  • elementy_case_study_1_grafika: 737
  • elementy_case_study_1_header: Don't Wake the Beast
  • elementy_case_study_1_subheader: Playing with the beast
  • elementy_case_study_2_naglowek: Jump in at the deep end
  • elementy_case_study_2_tresc: <span data-sheets-root="1">Despite the game’s larger scope, we’re careful to measure our ambitions and not overreach. Don't Wake the Beast is, in many ways, a more complex and demanding project, with more mechanics and interdependencies. This calls for careful planning and strict production oversight - the temptation to keep adding new features is strong, but it also risks endless development. That’s why striking the right balance between content and production time is key for us, and so far, we’re very satisfied with the results.</span>
  • elementy_case_study: a:3:{i:0;s:19:"akapit_z_naglowkiem";i:1;s:30:"grafika_z_podwojnym_naglowkiem";i:2;s:19:"akapit_z_naglowkiem";}

Don’t Wake the Beast – development

Don’t Wake the Beast is another game by Tymoteusz that had its beginnings at a game jam. When, toward the end of Flooded’s production, we started discussions about this project, many elements quickly began to fall into place and we realized the game had even greater potential than Flooded. However, unlocking that potential required much more time, energy, and financial resources.

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