
Hello :)
First off, thank you for coming here to read this, from wherever it is you came. We want to turn this page into your typical development blog about our studio’s projects, so I hope you’ll come back once in a while to see what we’re up to. I can’t promise we’ll post here regularly, since we’re a small company with no dedicated PR person, so if you use an RSS reader, I strongly recommend you subscribe to our RSS feed.
Over the weekend, our first game went live on the Windows Phone 7 marketplace. It’s called Conquistador, and it’s a turn-based strategy/adventure hybrid roleplaying game reminiscent of those old choose-your-own-adventure books, only instead of one big branching story you’ve got a whole bunch of small ones connected by a hex-based world map with resource management. The fact that I can’t come up with a shorter way to describe the game that still does it justice is probably both its weakness and its strength. If nothing else, I can guarantee you that you’ve never seen anything like it on a mobile platform. If you have a Windows 7 phone, please download the demo and give it a try, you might like it!
But as I wrote, this is going to be a development blog, and our Windows Phone 7 game is already done, so I won’t be talking very much about that. Instead, I’ll be talking about our next project, which is called… Expeditions: Conquistador. We really like the name. This time, it’s going to be a 3D game for PC, and we’re adding a truckload of features, including a full tactical combat system. In my next post, I’m going to explain our plans for the new game, how we’re making it, and – if I can get the rest of the team to put aside their professional pride for a minute – I may even post some very early work-in-progress screenshots.
Before we get to the game itself, however, I’d like to describe what kind of company we are and who’s working on the game. Hopefully that’ll help you understand where we’re coming from and whose voice you should be hearing in your head when you read this (which will be particularly useful if I can get some of the other guys to write an entry here every now and then).
Logic Artists was formed last year by four MSc students of game development from the IT University of Copenhagen. We’ve since graduated and are now working full time at Logic Artists. We had several reasons to start a company, but here are the most important ones:
- There are too damn few game studios in Denmark.
- Of the ones there are, even fewer have the money to hire people.
- Of the ones that do, pretty much none will hire somebody with no industry experience.
We want to be rich.
- We want to make games.
We’re based in Copenhagen, Denmark, in an extremely nice, old part of the city called Christianshavn, famous for its canals, the hippie commune Christiania, and for being populated by an eclectic mix of old posh people, young artsy hipsters, and unemployed bums. Since we started the company, we’ve grown from 4 to 7 people, all of whom are still squished together in a 4-person office with only one window to open in the summer and one radiator to turn on in the winter. It’s awesome.
The owners of the company are, by descending order of ego: myself, Creative Director Jonas; CEO and producer Ali; Technical Director Isaac; and Technical Producer Juan. As you can see, the best thing about having your own company is you can give yourself whatever damn title you want! Additionally, we employ graphics artist Daniel, programmer Casper, and 3D artist/animator Sofia. If you were trying to keep count, that’s three Danes, a Turk, an Australian, a Spaniard, and a Greek.
Now that you know roughly who we are, I hope you’ll come back in a few days to read about the game we’re making. It’s going to be interesting, I promise.
Oh, and remember: if you have a Windows 7 phone, try out the demo of Conquistador! There’s nothing out there like it!