Posted by: gamingatwork on: April 15, 2009
I was so amazed with Scary Girl that I decided to send Nathan Jurevicius an email. He is the genius illustrator behind this game…. and if you look closely to his style you might have seen some of it on Kid Robot.
G@W: Could you tell us a bit more about yourself?
NJ: I’ve been a freelance illustrator/artist since graduating art school in 1995. Mainly started out as an editorial illustrator and then played with animation and online storytelling through mini games. Began developing the Scarygirl character/brand around 2000 and produced in collaboration with a Hong Kong based company my first vinyl toys in 2002. Since then have joined forces with Sophie Byrne (producer on the early Gorillaz music videos) and have worked on developing Scarygirl into an indy feature film and a graphic novel (to be published later this year).
G@W: When did the idea come to you to create a game?
NJ: Around about the same time as Scarygirl was first conceived (so 2000)…but it was only a basic idea then.

G@W: Could you tell us a bit more about the process?
NJ: Initially I sketched up some loose roughs on how I thought the game could flow and potential level ideas along with a overall storyline. This was then given to the programmers who then expanded the whole concept and designed dummy layouts of how the levels would look. It then went back to me to
illustrate them and art direct.
G@W: What was your most important thing that you wanted embedded in the game?
NJ: I felt the story was important – old and new fans of Scarygirl had only been given a tiny glance into her world and I wanted to reveal more through interactive storytelling.

G@W: What’s more important design or function?
NJ: I’m a visual person so can forgive average functionality….but I feel that with gaming there needs to be equal weight on both. I think as the weeks/months proceed we will look back on the game and make tweaks to functionality.
G@W: Did you have to make any concessions?
NJ: I prefer working in bitmaps and had to provide most of my artwork as vectors. I find I can’t always get the beautiful shades and details in
just pure Illustrator.

G@W: Have you been approached to release the game on another platform?
NJ: We only just released the game 2 days ago but from what I understand there’s been a lot of interest and opportunities. I would love to see
this online game as a first pass to something bigger and more adventurous.
G@W: What’s next?
NJ: Apart from reviewing feedback and making some changes to the online game we hope to develop part 2 of Scarygirl – maybe as a console/handheld. I’ve also just finished a new miniseries of toys with Kidrobot and a graphic novel – both will be out later this year.

G@W: Which games do you play?
NJ: I just bought Little Big Planet….love it.
G@W: Do you think playing casual games during work hours will increase your productivity?
NJ: As long as you can manage your work day and set a time limit to how long you play I do think it helps productivity. It’s a good stress relief and distraction – can increase eye/hand coordination and possibly opens up the mind to more creative thinking/problem solving.
And there you have it. Please make sure you check out Scary Girl. You will love it!

Posted by: gamingatwork on: April 15, 2009
Wow… once in a while a very nice game is being released *drum roll*… excellent motion graphics at the beginning… incredibly detailed worlds… and interesting way of interaction…. Scary Girl.
Amazing character design. Everything looks darn pretty. And this is not a game that you can play in half an hour. The worlds are just too big.
But… and yes there is a but! On my Mac it is just a bit slow
Ugh those Flash peeps at Adobe really need to think of a better way to allocate memory and to get rid of that stupid lag. Or maybe it is just Firefox…. I don’t know.
Even if it is laggy and slow, I will play it a lot of times… because it is a treat… that’s for sure.
Go and play “Scary Girl” now! And remember: Gaming at Work will increase your productivity!
Posted by: gamingatwork on: April 8, 2009
Yay!! Nitrome has been listening… After a couple of crappy games they released the pre/sequel to Final Ninja. Awesomeness!!! I loved the first release, and kept me busy for longer than I should
The graphics got an update, and it looks a bit more fancy now. This does mean that it lags a bit on a Mac… or maybe its because I had too many windows open at the same time. Who knows… and who cares for now… Glad they didn’t change the game-play: run, jump, shoot & swing. Love it!!
Go and play “Final Nina Zero” now! And remember: Gaming at Work will increase your productivity!
Posted by: gamingatwork on: April 7, 2009
Been waiting for a new Nitrome game ever since “Ice Breaker: The Red Clan” came out. So finally “Rustyard” was released.
I hate it.. hate it… hate it…. It’s sooooo slow that its boring the living daylights out of me. I don’t like games where the character is just walking and changes directions depending on which wall it walks into. This is not interactivity…
Let me know what you think.
Go and play “Rustyard” now! And remember: Gaming at Work will increase your productivity!
Posted by: gamingatwork on: March 27, 2009
I stumbled upon this game called: Nevermor 3. Wow what a beautiful game… and great sound design. It looked very promising….
I finished the game in about 15 minutes (which is perfect for working hours), but I am disappointed
There were maybe 2 or 3 puzzles, and not a lot of action. The run/hop from one screen to the other just to find a couple of items to the end in finding your treasure (hmmm I am not going to tell what it is!).
This team needs one other person on board, next to:
They need: A good game developer. Thing is, most teams lack at least one person. Either the game is fantastic, but the graphics are dumb, or the game looks great but the game play is not well thought of. Shame.. shame… shame… This game would have been awesome if they just bothered to find someone who could design good puzzle levels. And perhaps even a bit more action.
And to think that this version °3 you would think that they would know by now. But still a very enjoyable game.
Go and play “Nevermore 3” now! And remember: Gaming at Work will increase your productivity!
Posted by: gamingatwork on: March 27, 2009
It’s been a couple of days since my last post. But I can’t seem to find new games to talk about. So here a game that won ‘Best Shooter Game’ at the Flash Gaming Summit last week: Bubble Tanks 2.
A very cool concept… and very easy to play. On a mac, though, it can be a bit slow – but you can use this to your advantage. Basically you shoot bubbles and collect them to grow bigger, faster and meaner… YAY! You can select an upgrade after a certain amount of collected bubbles, so basically you can replay the game over and over again and try different upgrades.
The Boss Fights are cool, just make sure that you don’t get distracted by all the bubbles and bullets coming your way. Enjoy your weekends… and now…
Go and play “Bubble Tanks 2” now! And remember: Gaming at Work will increase your productivity!
Posted by: gamingatwork on: March 23, 2009
It’s Monday… and I’m back at work. Taking a break from translating an ad into a couple of different languages, to play Canyon Shooter. This game reminded me of Commano 2, but then played vertically.
It’s a nice little game, that will keep you busy for a couple of hours. And yes it does save your progress - YAY!. Next to the baddies, there are these wind machines they will change your direction or prevent you from proceeding – so make sure you destroy them! Also if pay attention to the map… you will see hidden caves that you can go into.
The game got a bit too hysterical for me after a while – things come flying at you from all directions. Also I noticed that I have to move my keyboard at an angle for my fingers to play the WASD QE – which is not really comfortable on your fingers, I guess. So I am taking a coffee break now
Go and play “Canyon Shooter” now! And remember: Gaming at Work will increase your productivity!
Posted by: gamingatwork on: March 19, 2009
I had a bit of a rough day today… arguing with construction people about my house, difficult clients, and a boss who is ready for the weekend. So I decided to play “Music Catch 2″ – I had seen the game already for a couple of days now, but decided to wait with playing until I felt like it.
Because I played the first “Music Catch” and it was nice and soothing. And not really an action packed game. And today I really needed to chill out. The music used in this version remind me of Yann Tiersen (the composer of the Amilie soundtrack)… which I completely love!
“Music Catch 2″ has some nice extra features: different patterns, different music, full screen option, and even loading an external MP3 (which I still need to try out).
I know it’s Thursday, but if you are kinda done with the day then take a time-out and play this game.
Go and play “Music Catch 2” now! And remember: Gaming at Work will increase your productivity!
Posted by: gamingatwork on: March 19, 2009
Not so many good (platform) games are released daily so I am digging up some golden oldies. One of them is Commando 2. Kinda like the 2D version of Rambo… lots of guns (I still don’t like switching weapons, although with Q or E it’s a bit manageable), lots of animals, bees and baddies.
I can’t really remember how the game ends, but I loved it from the very first frame. It has this retro feel to it, and the game is very simple. One thing tho… the levels ’scroll’ by whenever you walk, and you can’t really go back, so make sure to get everything before moving on.
Happy gaming
Go and play “Commando 2” now! And remember: Gaming at Work will increase your productivity!
Posted by: gamingatwork on: March 19, 2009
When I first played Planet Platformer 1 I thought it was quite an innovative way to do a platform game. Basically you run around this tiny planet thing and you need to collect all the stars… yes all the stars. On a couple occasions I was cursing at my screen and damning it to hell – it was challenging at times.
Planet Platformer 2 looks like a juiced up version of the initial game. Unfortunately they didn’t fix a couple of things that I would have liked to see changed. For one I hate it when you have to be pixel-perfect with jumping – it’s annoying, really – and two I think it would be neat that the higher you get the less gravity there is.
Ow well… it is still a fun game. But a bit of warning: try to be quiet when you play… it is very easy to start screaming at your screen.
Edit: I gave it another go today, and decided the game is not worth playing. The simple reason being that you can’t continue a game after a ‘game over’, you have to start from the beginning! And on top of that the game is not saved for your next visit. Verdict: Fail!
Go and play “Planet Platformer 2” now! And remember: Gaming at Work will increase your productivity!