If you're not an indie or hobbyist game developer, then you're not going to care about this one too much. But if you are, then this might be of some interest to you.
We're opening a new page devoted to our game assets for sale. It's going to be through a division called Powerhouse Game Assets (or simply Powerhouse). This is just so we can focus our attention on our games here at PolyKhrome, and on our coming assets at Powerhouse.
The assets from Powerhouse will be developed with the indie game developer in mind, and as indie game developer, PolyKhrome knows a lot of those needs personally. We make what we need (such as the clothes-modeling program I've been organizing, for instance) and we know that others will appreciate what we are and will be producing.
The assets will range from everything such as 3D models, environments, music, textures, scripts, detailed content packages and even full basic game starter packs. And we're providing assets for many kinds of game engines, including Unity, UDK, CryEngine 3 SDK, and Spring RTS Engine. 2D game engines will be later supported. The assets will be variously available in a number of asset marketplaces, such as the Unity Asset Store, Envato, TurboSquid, and 3DExport.
The majority of the content will be game-ready, and the prices for our assets will be priced with the indie developer in mind. We'll even offer a royalty-based plan option that will be available when we begin with showcasing assets, because we know that sometimes you've got to start with nothing to make something.
The money we make from assets will go towards our own game development, and even some of the game assets from our own games will be made available as assets to use, typically provided with alternative textures in addition to the original textures.
As for the name, I like the name Powerhouse because it describes our we're going to be with our assets production. I already have the kind of logo in mind for it. And I think I just have a thing for ten-letter words that begin with P, has an H in the middle, and ends with E.
We're looking to have our first assets put up this week. If you visit the site, please excuse the mess--we're building something here.
- Brian
Showing posts with label Introduction. Show all posts
Showing posts with label Introduction. Show all posts
Tuesday, June 12, 2012
For Developers: PolyKhrome introduces Powerhouse
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Thursday, May 31, 2012
Introducing the Leap (and perhaps the start of a beautiful friendship)
For instance, Deuces Wild! is a secret agent game where you'll get to play around with all sorts of gadgets at your disposal developed by A>C<E, where gamers will be able to use Wacom Bamboo tablets, touchscreen tablets and microphones as input devices--the Leap goes right down the alley of a game like that! I think this is just the tip of the iceberg, though. In our upcoming game Dis_connected, players will be controlling their mech units from within at times, switching to the perspective of operating the machine as a mech pilot in the real-time battle encounters. You can start to see the sheer potential this technology has for gaming. Even indie games. At the Leap's planned price and availability of the SDK, I'd say this is something every indie game developer should seriously consider.
Not to mention, you can just imagine how useful the Leap would be in the actual game development process itself--the technology was born out of a need to make working with 3D modeling programs work easier. The Leap is more intuitive than the keyboard, more accurate than a mouse, and more sensitive than a touchscreen. (You can see it more in action here.) This is easily the most revolutionary step in user interface for computer technology to come along since the invention of the mouse. And while I personally don't think it'll completely replace the keyboard and mouse, I think it'll certainly be an addition we simply won't live without (it's certainly a small enough device to accompany the keyboard and mouse)!
I can personally say that this company will be strongly considering becoming a developer for the Leap down the line, especially since this company will be developing its own game engine and other game development-related software soon. We like using game engines, but we'd like to use a customized solution. But in any case, expect to hear more about this technology in the media--and our concept usages of it for games on this blog--later down the road. For now, you can visit their website for more information and to pre-order the Leap.
- Brian
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Thursday, December 8, 2011
Hi folks! Welcome to our blog!
Welcome! This is the official PolyKhrome Games blog. Here, you can catch up on our company's game development and business-related news, updates, behind-the-scenes, and concept art posts, among a few other things. The company is up-and-starting, but we're confident in our growth and passion as a company. We are currently working on our company's official website, but this blog site will serve as our friendly inside-look within PolyKhrome Games™.
Who are we?
Well, our short and personally-preferred answer is "Awesomeness in human form," but we suppose that's not a sufficient or professional enough answer for most. {writer chuckles alone in self-satisfaction}
We're an indie game company unlike any other. We develop games for ourselves, but we also develop games for hire as a freelance indie game developer, because we have a strong passion for creating games and delivering experiences unlike anything out there in the world of indie games. We are talented concept designers, game artists, programmers, and marketers, thorough and professional yet friendly and imaginative, and we just love what we do. We do the best job, in the best time, with the best people. We want to make games that we'd HOPE someone would make for us. And we know how you, a potential person with a great game idea, feel about having a dream of delivering a game to the world but not having everything or everyone you need to do it.
What's in a name?
Our name "PolyKhrome," an alternate spelling of "polychrome," a word from Greek origin meaning "with many colors." That actually describes the vision of this company's goal in a word. We're out to develop a wide range of great games of every color of the gaming rainbow (bending and blending genres in imaginative, captivating ways), and we're here to provide a wide variety of game creators with the services necessary to bring their visions to life, people with all kinds of ideas and all kinds of interests. We have "many colors" here at PolyKhrome Games, developing own our games to our hearts' delight and delivering practically any kind of game for our clients, and doing an excellent job at it, working from all over the world and all walks of life. When we're developing games for ourselves, we work diligently to create the greatest games from our passion, and when we're hired to develop or co-develop games, we work diligently with the client to bring their games into stunning life, one asset at a time. We're Jacks of all trades when it comes to indie game development, and we wouldn't have it any other way.
If you hang with us, you'll get to see all sorts of neat things over time, like watching us make our games, watching us grow as a company, and even learn some of the things from our growth, possibly to start your own indie game company (or possibly even join ours!). We're a fun bunch of people, and we hope you'll enjoy the fun games we aim to create, or that you'll enjoy our service in helping you create fun games.
- Brian Lockett, founder and chief developer of PolyKhrome Games
Who are we?
Well, our short and personally-preferred answer is "Awesomeness in human form," but we suppose that's not a sufficient or professional enough answer for most. {writer chuckles alone in self-satisfaction}
We're an indie game company unlike any other. We develop games for ourselves, but we also develop games for hire as a freelance indie game developer, because we have a strong passion for creating games and delivering experiences unlike anything out there in the world of indie games. We are talented concept designers, game artists, programmers, and marketers, thorough and professional yet friendly and imaginative, and we just love what we do. We do the best job, in the best time, with the best people. We want to make games that we'd HOPE someone would make for us. And we know how you, a potential person with a great game idea, feel about having a dream of delivering a game to the world but not having everything or everyone you need to do it.
What's in a name?
Our name "PolyKhrome," an alternate spelling of "polychrome," a word from Greek origin meaning "with many colors." That actually describes the vision of this company's goal in a word. We're out to develop a wide range of great games of every color of the gaming rainbow (bending and blending genres in imaginative, captivating ways), and we're here to provide a wide variety of game creators with the services necessary to bring their visions to life, people with all kinds of ideas and all kinds of interests. We have "many colors" here at PolyKhrome Games, developing own our games to our hearts' delight and delivering practically any kind of game for our clients, and doing an excellent job at it, working from all over the world and all walks of life. When we're developing games for ourselves, we work diligently to create the greatest games from our passion, and when we're hired to develop or co-develop games, we work diligently with the client to bring their games into stunning life, one asset at a time. We're Jacks of all trades when it comes to indie game development, and we wouldn't have it any other way.
If you hang with us, you'll get to see all sorts of neat things over time, like watching us make our games, watching us grow as a company, and even learn some of the things from our growth, possibly to start your own indie game company (or possibly even join ours!). We're a fun bunch of people, and we hope you'll enjoy the fun games we aim to create, or that you'll enjoy our service in helping you create fun games.
- Brian Lockett, founder and chief developer of PolyKhrome Games
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