Author: Kate Baucherel
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Killin’ Coast – a one week game
How can you make a week of work experience utterly memorable and also valuable to the company? Blue Sight welcomed Ryan, a sixth form intern, in to the team for a week – and he left with a game designed and shipped. This also gave Justin, one of our rising stars, the chance to lead…
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Building Killin’ Time
Our very first UEFN project, Killin’ Time, offered us a test bed for concepts and assets that form an integral part of Run, Gun, Repeat! It also taught our less experienced staff how to publish and handle post-production. Killin’ Time is a Time-Based Roguelite game. The player must beat levels under a strict time constraint…
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Case Study: Pre-production
Blue Sight collaborates with clients from the very earliest stages of their game development. Xoomo came to us at the pre-production stage to add broader experience and depth at the initial stages of establishing the direction of a new game. Our level design lead Justin Stevenson created and distributed Game Design Documents (GDDs) to provide…
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Case Study: Level Design
Level Design Outsourcing Two members of the Blue Sight team took ownership of a contract with Armative GmbH, the studio behind Steel Aces. This is a next-generation Free-to-Play Tank MMO that allows players to command over 1,000 historically authentic armoured vehicles across 40+ countries. Our developers worked closely with Armative to provide level design for…