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americanmcgee
americanmcgee

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Being Brave

Dear Insane Children, 

Let's get the Bad News out of the way first: 

There will be NO Live Stream this week. Sorry! I have guests coming to my home studio on the same day we normally stream. And several other things going on in the days surrounding... so it's best if we just move it to the following week - Thursday, September 2nd (HK Time); Sept 1st (USA Time). 

But that's OK... because it will give us more time to collect and read your feedback on the Alice: Asylum Narrative Outline. You are aware we published that and are now doing Crowd Design on the story, right? RIGHT?! 

So far we've received some really excellent comments and feedback from our Insane Children. Thank you! We are reading everything you send it - and a lot of it really resonates with things Alex and I have been talking about. Feels like we're all on the same track! Yay!

In the meantime, the art and design continue to flow! Here's an excellent sketch of The Carpenter from Norm. Of this Omri says: 

he looks 50. I love the face, body- he's too thick. He needs to be slim/skeletal very long, like a dancer. Everything else is spot on.

Google doug jones. The actor.

Hey, Omri... I'm almost 50. What are you trying to say?!

Adam also sent over this series of sketches for the scene where Alice fights the Jabberwock. Which do you like best? 


At this stage, with the Narrative mostly outlined, Alex will be able to load up the artists with the tasks that take them towards the end of the Design Bible. Expect a ton of cool art in the coming months as they fill out those sections!

We'll discuss all this and more - next week! 


Again, I just want to take a moment to express gratitude. Our Insane Children have not only enabled our team to create all this great content but you're also helping to prove a new model for game development. I laughed when I saw this Tweet from the lead writer on Fable, Anna Megill: 

Well... it is brave! Brave of you to support something so insane. To put your trust in creators and lend them financial support. To get behind an untested model of developing creative content in the public square. It's brave because it's essentially trying to prove that the Old Model isn't the only way. And, as we all know, change isn't easy. Even just trying to convince people that there might be *another way!* is difficult. 

So, thank you, for being brave. We could not do this without you! 

From Shanghai with Love, 

-American 

Being Brave

Comments

Beautiful art! C and D look good. All of them look good really.

Sarah McKeegan

There are a few games coming up that I'm really excited for, but it's so sad without crowd design! I'm glad Asylum is being developed this way.

Wendy Jaa

I haven't seen the actual script of Alice Asylum but I'm hoping One Day by playing the game I can see how Alice well balance the light and darkness in herself

I like the posing of the Jabberwock on C and D! Also I think the Carpenter could be a bit slimmer, and if you are worried he looks too old, removing the line below his eyes would make wonders :)

I like versions C and D of the Jabberwock battle - the cog version because there’s always been a theme in the games of people and things becoming increasingly mechanised, and the clock version because the importance of time has always been emphasised in Alice (right from the start, with the Rabbit fretting about how late it’s getting!)

OH! As a gamer, and one who loves achievements, could you put some that we have to work for to earn? What I mean by that is not achievements just for actually playing the game, but ones that make you explore and find things??

I like the 3rd jabberwock. Thank you for being the type of dev who is listening to not only your fans but gamers in general. I think it is important to hear and not only listen but to implement what the gamers want, within reason of course!

I could not agree with this more! I spend up towards 30 hours/week on my Xbox playing all different games. The one thing you hear the most from gamers is "the devs are not listening!" I feel like AM is getting feedback and listening to the people who are going to play the game. I love this!

I like the third jabberwock best, the gear idea fits with the upcoming print for it too ;)

I like B for the Jabberwock stage. Also, I think the new method you're trying out for creating the game's narrative is a good one; you're getting feedback on what your fans want, which is something most game developers miss out on.

Greyson Kehm

Also it's your bravery that makes you the wonderful designer, creator, and person that you are. You stare the rabbit hole in the face and DIVE in unblinking. It's incredible. Anywho, keep doing you, take whatever time you need always.

Sarah Heist

I have been following you for awhile now, ever since playing Alice: Madness Returns in 2012 when I was literally 12. I'm 21 now and am able to pay for Patreon and contribute (a small amount) to this big production. I’m so excited and immensely happy to be apart of this brave and INSANE family. (:

So on the jabberwock stage i like the container and chain style of B The background clutter of C And the playing stage style of A

Sarah Heist

Sorry to drop the ball, I have been so busy that I haven't been able to read the outline yet. Unfortunately, tomorrow is not going to be much better for me, but as soon as I can I will absorb the outline and provide my typically overly comprehensive feedback

Lucky Dragon ‘She.They’


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