Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

Friday, March 20, 2015

How things work out on Project AH

Hello everyone!

It's been a week since our last post and we are very happy with our reach so far. Over 200 people have subscribed for our Horror event on the 30th of March and this makes everyone happy, and fuels us for more sweet things to show you!

So, this time, we thought it would be a good idea to share our working methods and our workflow for the project. So how was the idea structured and went into Unity?

The Mechanics (Game Design)

First of all, we wanted to merge core mechanics of 2 of our favorite game genres, them being Adventure and Horror.

We want to keep the original thinking and puzzle part of Adventure games, making people use pieces of paper in front of their PC to write down the clues we give them! We want people to start cross-referencing and gluing together the core hints and images / events they have witnessed in game in order to get a better grasp of the task at hand, how to solve puzzle X? Should we think about spatial recognition and/or riddles? Should we use different parts in the house in an illogical, yet clever and surreal way? Should we just google the answer? Hopefully, the thrill of solving a puzzle on your own will feed their curiosity and help them solve the puzzles on their own.

At the same time, we wanted to keep the horror part that makes horror games... well. Horror games! That comes down to a deranged and mutated creature lurking around in the dark corners of the game environment, always looking for you, waiting for you, wanting to kill you in many ways. The lurking horrors that make you stealth, sneak past them and think of ways to avoid them, since our character will be practically useless against them in pure combat. It all comes down to using your head much more than using your wits.

Combining these two together, we have created a formula that requires the players to be constantly vigilant with their surroundings, and always on the lookout. Being unable to stand in one place the whole time, will sure terrify some players, especially those who take their time into thinking and solving puzzles, because you will never be actually safe...

Spatial Recognition Puzzles and Sequence is playing a major part.
Not to mention the surreal illogical thinking required for some of the puzzles.


The Story

What good would a horror/adventure game would be without the story element? That s the reason for delving deep into the classics: From early Gothic Fiction, such as the Castle of Otranto, to Poe's writings and with a deep love for Lovecraftian lore and the occult, we've written a true horror piece that will shake the very foundations of your sanity, depriving you of your well-earned rest and make you lose countless hours of sleep, engaging you in one of the most disturbing adventures you have encountered so far, in order to solve the ultimate mystery of one's life. 

And the best part?

It's staged in the heart of all that is morbid, in the late 1800s, the end of the Victorian Era, where civilizations' foundations change from the roots up and the occult takes over every dark corner, every little crevice of one's mind.

Just another ordinary looking haunted house. Why the heck not?


The Coding Part 

With a few scratches on some notepad, agony, pain and some brainstorming hours later, we knew exactly what our game needed in order to build up our mechanics, so we got together and in a few days prepared a very draft prototype of the game, white-boxed with dummy graphics. We are going to post about these mechanics in more depth in future blog posts.

Having a clear image of those 2 genres in our head, it was no hard task to implement such mechanics. It would seem that our game had the minimum available mechanics and it was still playable. After looking through the features over a second iteration, we started adding more tasks that add to the immersion of the game, such as better AI, better VFX and better SFX Systems.

THAT door... Is sure to be hosted in another blog post all by itself. Mark my words...


The Audiovisual Part

After the breakthrough we had with the mechanics being programmed and the story being written, we had to marry the puzzles (Mechanics) with the plot (Story) of our game. That combination however could not be seen or heard with the proper props.

It was then, when our artists stepped into the battle field of production and had their say into how the props and models would appear in game, how creepy the feel and aesthetic would be and how much immersion would the audio part add to the game. All that, in conjunction with the main story plot, the mechanics being tested in the prototype scene inside Unity, and the unstoppable flow of ideas from the minds of our art and audio team.

A 3D Head, because i have nothing to share here.

Tuesday, June 17, 2014

The Road to Seattle

It's been some time since our last post, but to tell you the truth we have been resting like there's no tomorrow, for the most difficult, yet the greatest responsibility we had up to this time: We will represent Greece at Imagine Cup's world wide finals in Seattle, in late July, Games Competition!

Seattle, here we come!



So, what have we been up to?

We have been working hard to deliver the best possible experience for those who will try out our game at the world finals. As of today, we are revealing 2 apps that will be your handheld companion in your Dementia: Tales of Blackthorn Manor experience.

Announcing Dementia: The Companion App for Windows Phone 8.1 and Windows 8.1 !

You can get the Windows Phone 8.1 version HERE
You can get the Windows 8.1 version HERE








You can also search for the app with its' name: "Dementia: The Companion App - Imagine Cup 2014"

We have also been tweaking with the gameplay a bit, so you can now play faster, by adding in a "Turbo Mode AI" feature, making AI bots playing faster, giving you much faster gameplay for those who are more "Action-Oriented" gamers.

Every day here at Genesis Game Studios is a day of creativity, inspiration and awesomeness, the week following we will be making our appearance on TV for a live interview at Star Channel and this weekend, we will be presenting our game live to the audience of a 3-day Game Development with Unity on Windows Platforms event with Jaime Rodriguez (Microsoft Principal Program Manager) and Cark Callewaert (Unity Lead Technical Evangelist).

Finally, we are proud to present our video presentation for Dementia for the World Semifinals:



That's it for now! See you later for more content! Thank you for all your support!

Tuesday, April 8, 2014

New merits for Team Genesis, Leaking Screenshots!

Hello again, people! This time we got EXTREMELY exciting news for you!

First of all, we would like to announce that Team Genesis won its' second reward in Imagine Cup - Honorable Mention in UX Challenge, climbing to the top 10 of the Games Category in the world once again...!



User Experience (UX) Challenge was about creating 2 documents filled with diagrams covering basic gameplay flow of our game, the target screens and their functionalities, 2 LowFi Wireframes about our gameplay and menu screens as well as one HighFi Wireframe concerning the gameplay.

You can see Imagine Cup's Official UX-Winner Announcement here: http://bit.ly/1kHjeTH

Kudos, team!

Secondly, and that's somewhat even more awesome for sharing with you, we will now leak the first ever "ACTUAL" screenshot of the game, which is actualy the high fidelity wireframe that we submitted over to the UX Challenge.

In the following screenshot we are revealing quite a few things:


  1. The characters in 3D !
  2. Some of the Rooms of the House!
  3. The Whole User Interface!

So... without further ado, behold, our UX Challenge Screenshot:

Note: This Screenshot was taken in January. Trust us, there is MUCH more to show you :)


Things are about to get nasty, as one week remains until our game is submitted for the Greek Finals so now, team Genesis is going on full power! Let's do this!


Sunday, March 16, 2014

It's all about A.I. - And showing off rooms!

Finally! The game now properly locks to one character, and we control him only now! The rest of the explorers now have a very very very BASIC form of AI.

They can think for themselves! They can open rooms, steal from others and even attack them at will based on predetermined design guidelines. They know what's good for them, as such when you complete your turn with your character, you can FINALLY see all the others doing stuff at will. Mostly navigating into other rooms.

But what else you'd expect when the curse has not broken and the scenario has yet to be revealed? Their only goal after all IS ACTUALLY to open up all the rooms discover as much of the house as possible!

The AI to handle the post-curse effects is yet to be written, since we focus on polishing the pre-curse thinking patterns of the characters.

The rooms have also been optimized. Some messy models were thrown away, some others just got dessimated, just enough to keep the poly count low. We have also given the players the ability to tinker with the Video Quality Settings : Low (Without any shadows emitting light) , High (Which really takes the game to another level, if you can handle the FPS cost).

Currently we are focusing on making the game playable by one player. We believe we will reach our goal easily by the week, so we can start wrapping up and adding spice to the game itself the time remaining until the Imagine Cup Greek National Finals.

We are very excited and we hope that every sacrifice we've made so far won't be in vain. We will take this to the very end..!

We don't like not showing you what we are preparing, so here is a quick view of the Ritual Chamber, where the Rat King will perform his Wicked Rat Ritual..!

The Ritual Chamber - Perfect for Spellcasting, Rituals and other Demonic Sacrifices...!

Wednesday, March 5, 2014

Cards! Cards Everywhere!

Hello everyone! We entered March, and our Imagine Cup project must be finished as fast as possible, there is a lot of promotion to be done, a lot of UX interviews to be taken at board game houses and in general, we gotta run a lot.

Thus, Genesis Game Studios are going IMAGINE CUP MODE! From now on, until the Greek Finals and why not even further, we will be informing you about our latest Imagine Cup endeavors. We will be posting more frequently, keeping you up to date with the latest of our Games Competition Entry.



Day by day, the house is getting bigger. That thorny manor is creeping everyone out. Do you have the guts to enter it? What will you do?

By this time writing this post, we have created most of the Items, Events and Seals that will make it into the Imagine Cup version of the game, that the judges will test.

So. Why Cards? Dementia : Tales of Blackthorn Manor is heavily inspired by Betrayal at the House on the Hill, Mansions of Madness and Arkham Horror board games..!

So, we have 3 decks of cards: Item Deck, Seal Deck and Event Deck. Each Deck has a number of cards. Each card represents either an Item, an Event or a Seal, depending on the deck drawn from.

The whole idea : Item Cards add Items in your inventory. Items are supportive objects that either aid in your progression or impede the progression of others. They can be the usual weapon that helps in combat, or the supportive item that either absorbs damage, reduces damage, or increases your defences in general.
The Lantern - "Don't worry, I will protect you"
Examples of Items are : The Shotgun, which can shoot your foes when they are far, The Lantern, which contains a friendly spirit that absorbs damage by destorying the Lantern, and The Everlasting Candle, which assists in your rolling against events by increasing your roll values.

The Shotgun - "Get ready to blow some heads!"

Event Cards represent Happenings that occur in the different rooms of the house. Events can be of many kinds: Positive Events, Negative Events, and Neutral Events. Such events test your might, wit and will. Should you fail, you lose stats, or even take damage. Should you succeed, you gain stats or healing. Some events just make you feel better. Some are random! Some events even create objects that are interractable in the room! 

The Red Night - "In a world full of terrors and horror...
Everything takes the color of blood"


Examples of Events are : The Whisper, which if heard correctly, may lead to a lost item. Contagion, which tests your will to resist a deadly plague. Blaze, which throws a burning man running at you, and Infestation, which spawns a horde of insects under your feet. Can you see them, or are they just your imagination?

The Whisper - "Caaaan you heeeeaaar meeee???"

Finally, Seal Cards represent demonic seals, which are essentially items, that when held, trigger the seals to break. When a Seal is broken, there is a chance that a greater demonic evil will spawn on the world. In other words, a Curse is Triggered and an explorer is forced to make a Dementia Roll (These rolls determine whether the seal broken contained an evil curse). Not all seals contain curses though. And you don't know which seal contains which curse. Every time a Seal Room is discovered, a seal is broken. A Curse is triggered anytime, when an explorer fails his Dementia Roll.

Examples of Seals are : The Plush Toy, a cute looking child's stuffed toy, but you never know what horrors that toy has witnessed in this house, thus declared demonic. The Holy Blade, an ancient weapon once held by angels who fought in the battle of Good versus Evil. The wielder gains angelic powers to fight off any curse. The Ancient Mask, which was looted from Ancient Aztec Ruins, which is said to grant the wielder great mental strength at the cost of his spirit, until he takes it off.

The Holy Blade - "By the power of light... I entrust you my blade.
With it, you may slice the Void and put an end to the Corruption of the world."
The Ancient Mask - "Dare to wear me, and I'll grant you infinite knowledge,
Dare to take me off, and the knowledge shall be taken along with me."


We are very glad to have made the addition of Items, Events and Seals to the game, because they just take gameplay to another level. You never know what you may find in each room... or what may find you.

Until next time ;)

Friday, February 21, 2014

Blackthorn Manor Interior : Volume 2

Blackthorn Manor has sure been busy this week. Characters started entering the mansion, exploring the first rooms of the house, they've been having a spooky time, facing ghosts or spectral monsters!

This week, we will keep throwing you more furniture from the Blackthorn Manor:

The Librarian's favored. Once said to be filled with books, now the library
of the Manor holds only the creepiest secrets one can ever know. Only
the fearless may attempt to reach out for the forbidden knowledge the
Manor holds. But what can someone do with such knowledge other than
being a lonelybeing, on the verge of insanity and complete mental breakdown?

Sinners, Rejoice! For the saintly chimes of the Church Organ can
calm your inner self, and aid in purifying your corrupted soul. Let the 
melody calm your spirits and be reborn from sin itself, to a new being.
You are now chosen for a purpose, either it is life or death.

Only the most peculiar and weird objects can be found inside the Manor's
treasure chests. Sometimes it can be a stuffed animal from the child
that used to live there, or you may even find a Rusty Spear to use in
your... adventage if the spirits agree with you that is...!

Books. Holders of secrets known to few. Every page holds a feeling,
every word holds dreaded pain and eternal sorrow. That's because
no ordinary books can be found in the Manor. No sweet fairytales
or steamy romance novels. Only vile tomes of blood and cruelty.
Only hideous chapters on headhunting or Voodoo.
Even grimoires of black magic, undeath and corruption.

In many rooms, you may find a heater that was once used to keep the former
owners of the Manor warm in the cold winter nights. Even if they still work though
they have completely no effect on explorers when the house itself is creepy as hell
and cold blood runs through everyone's veins. Especially when bone-chilling
apparitions wander around the house, seeking to avenge their death.

They may look comfy but noone can guarantee that they won't animate,
hurl themselves at you, or even grow a blade among the comfy pillows underneath.
This is the house of a murdered family after all. Yes they were harmless once.
But times have changed... And so have the armchairs...


You can find plants around the house. Whilist the house is full of evil
entities, these plants somehow give you the idea that there may still
be hope after all, when life is still blooming inside a deathtrap.
What would you do if you were actualy given a second chance?
You know it could be false deep inside you, yet you want to believe.



Angel Statues to greet Explorers in the Blackthorn Manor and
guide them to the upper sections of the house. Some of them can be
found broken, as they are ruined by unknown abominations, others
are still intact and await their demise... or resurrection by greater beings.
Far greater than one can even conceive.


That's all for now, from the Blackthorn Manor. 
We'll catch up next week!!

Stay tuned, and of course... 
Experience the curse...

(  ;...;)

Friday, February 14, 2014

Blackthorn Manor : Interior - Volume 1


Heya folks, how's it been? It's been an exciting week over here, since we had a blast at Infocom this Wednesday, thus the first HexCraft Wednesday without a HexCraft blog post! BUT, we won't let this week go without one, so expect a post about our impressions and personal experiences this weekend.

So let's continue with bringing you the latest information about Dementia : Tales of Blackthorn Manor.

Since we've already "Met the Cast" , we will now move on to giving you more concrete things, other than plain concept art, so you can see where phase 2 of asset creation is getting to. 

This week, we will present you some of the furniture of the Blackthorn Manor, that reside inside it, waiting for you to tinker with them, explore them, search them for clues, and interact with them. Here comes a burst of 3D models created just for the Manor, by our 3D Environment Artist , Menos.


A spooky chair to greet the explorers near the entrance hall.
Sit on it, and your fate shall be sealed. For eternity.

A bed, with unknown history of events occured over and... under the sheets.
I am talking about demonic rituals and sacrifice.

A wooden bench, which can be found at the Altar, for
those misguided souls to pray when there is no hope of atonement.

Wall candles attached on those bloody walls, to bring warmth and light.
Merely an essence of Hope, in this Dark Manor.

A Grandfather Clock, to remind us of time, aging and our life cycle.
All sort of weird stuff can happen at Midnight... Besides Chimes.

What's in the closet? Is it some bloody casualwear? Or maybe a hidden weapon?
Maybe it's the corpse of the owner, in pieces, or maybe it's Boogeyman.
It could, of course, be empty.... Right?

Don't look in the mirror, you may not like what you see.
It may be your reflection, but then again, it may be someone else's reflection.
Sometimes you may even the owner standing right behind you.
LOOK BEHIND YOU NOW!

Some events may occur that depend on these objects, because everything counts, everything can happen inside the Blackthorn Manor. You never know what rooms you'll explore or who will betray the rest. And of course, WHAT he will turn into. These objects add up to the total experience of the curse.

Are you still bold enough to explore the manor?

Till next time.... 

*buwahawhahahwahahahahahahah* 
*flies away*

Wednesday, February 5, 2014

HexCraft Release Soon!

It's #HexCraftWednesday, and we will fill you in with the latest.

Our game will feature 12 different leaderboards! Finally, we got this working with Azure Mobile Services and we feel that this game is really coming to an end.

As you saw in our latest photo in Facebook, we leaked how the main menu will look like!

HexCraft - Being Tested on Windows 8 - Desktop and Tablet versions.

HexCraft is currently under playtest mode and we look forward to hooking you up with the Download link soon! Expect the game to be released in February!

Also, we will appear at infocom to showcase our game, we will be expecting you :)
For more information, visit this link : http://www.infocomapps.gr/

That's it for today folks, see you next week!

Wednesday, January 22, 2014

Let's do the HexCraft Dance! - Gameplay Video

Hello people!

How's everything going? It's HexCraft Wednesday! Everything goes smooth in the world of the hexagons. We are adding timers on each level and playtesting like mad, every single level. Some of us suck at this game, we got to admit, others are just getting better, so we really hope the time we give out for each level suits everyone's playstyle and it really helps them out to gather as many stars as possible.

Besides designing for levels we are just begining turning our wireframes into in-game UI, so that is "under development" as well. Social Media is still a pain, since we have been researching quite a lot on how to implement such features correctly.

Remember what we promised you last week? Was it a candy? Was it a toy? Or maybe was it a HexCraft Alpha Version Exclusive Gameplay Video? Bwahahahah, and just as promised, here is some video footage from our gameplay currently in alpha version (Which only means it will only get better)



By now, you get the idea of the whole game, and for those who still haven't i gotta warn you it may not seem as easy as it seems on first sight. There are actualy some hexagons that will make your life easier and some that will make it harder, by turning around all other nearby hexagons. Sure, you want to turn that Cyan Hex into an Orange one, but just by doing that, you may turn all Orange Hexagons around it to Cyan Hexagons.

Think before you act! But then again, there is the factor of "Moves" and "Time". It's a tough call...

Catch you next week folks! ;)

Friday, January 17, 2014

The Setting of Dementia : Tales of Blackthorn Manor

It's #CreepyFriday! Time to get you the latest of our dark project.

The Blackthorn Manor is an old house, aging back to the 1920s, the environment sure is telling us a lot about the house itself, you can see broken objects on the ground, debris, junk. The house is creepy, dark and noone knows what happened inside. With the fear of breaking evil seals and triggering a horrific curse, we tread lightly as we explore the rooms of the manor. Dark, Dusty rooms which are now infested with hordes of insects and bats, are some of the places with cracky floors that we will be exploring.

You never know what horrors can occur in the Blackthorn Manor...
The house has internal and external sections. For example, you may find yourself picking up objects at the Junk Room, or you may witness the impossible, while being out in the graveyard of the house. Some rooms also can be outside facing, which gives you a greater grasp of where you are standing right now. But then again, being right next to a window is not a safe option when exploring Blackthorn Manor, is it?

Some Rooms may hold a secret, while others may be keepers of cursed items..
The rooms seem so natural, and the furniture seems so cosy, but noone has ever been to Blackthorn Manor without seeing his friends taken over by a horrible monstrocity trying to backstab them at some very crucial point of the night where everyone's flashlights go out and there is no escape from the manor.

Sometimes you may end up witnessing a vision of the dead owners of the house as a mere warning, other times you may find a lockbox with items inside, and sometimes, nasty ghosts or the evil undead may be tempted to attack you based on your will not to freak out when you see them.

...But can you NOT freak out, when you see a burning man running straight at you, or when an animated table is hurled at you? That's up to YOU. 

See you next week, where we will be showcasing some of the characters who have the guts exploring Blackthorn Manor.

...Experience the Curse!













Tuesday, January 14, 2014

Hexagon Cells gone crazy!

Guess what? It's HexCraft Wednesday!
Time to fix you up with the latest..!

So, what's been going on at Genesis the latest week? With all those crazy projects on, our minds are literally blown, yet we are so thrilled to just keep going at the same pace as before to deliver..!

HexCraft is coming to a pretty decent shape, since we have finished up the procedures of level design and we have been working on visuals, leaderboards and porting to Windows Phone 8 and Windows 8.1 Platforms.

Each level now ought to be tested thoroughly, as those little cells are taking away chunks of our time, in order to properly create a challenging enough experience for everyone out there. 

Looks Yummy. Next Week!


We have a special treat for you people, next week - We promise to hook you up with a sweet Gameplay Video, so stay tuned, there are puzzles to be solved!

You can see our progress here, when our programmer has failed enough times on this puzzle so he can now solve it perfectly right in front of you, hey dont cheat now, when you get the game, okay? ;)

This HexCraft Puzzle is calling out to you "SOLVE ME, SOLVE ME!"

Friday, January 10, 2014

Hello Imagine Cup - Hello Dementia

Been 2 days since our announcement of HexCraft, and now here are some big news for you : Genesis Game Studios will do their best to compete on Imagine Cup 2014 , Games Competition.

Hello World, Hello Imagine Cup


Do you like ghost stories? Do you like exploring the unknown, possibly encountering numerous supernatural beings? What if...

Stories. They are everywhere. In pictures. In our minds. In our surroundings. Every house has a story and every object around us has a story. What if you could experience the story?

"10 years ago, in our hometown, we used to gather at the entrance of a big old house that was built upon a graveyard, just across a Church. Legend has it that spirits of its' former dead owners wandered around the house and we wanted to experience seeing a ghost hovering above the floor. Careless and mindless as we were back then, we ventured into the house with flashlights in order to explore it. 

The very first night we attempted to open doors and explore its' rooms 2 of our flashlights went off at the same time, and we heard strange noises like footsteps along with a chain slowly approaching us as the sound was getting louder and louder. This was enough of a chilling experience for us, as we went out of the house and never ever came back. Who knows what REALLY happened there after all? "

"We never ever mentioned about the house... Until now."


Based on this story, we were so deeply inspired to create a game that would, in its' very essence, bring this thrilling ghostly experience to you, as much as possible, and as such, Dementia, the land of Madness was born. (Dementia = Madness in Latin)

We created our very own universe, with its' crazy characters, all willing to explore places with bone-chilling stories, curses and haunts. The very first place which has many stories to share and experience : The Blackthorn Manor.

To get to the point : Introducing Dementia : Tales of Blackthorn Manor , a survival multiplayer turn-based strategy game with horror elements. The Blackthorn Manor is a cursed building with 3 different floors: The Upper Floor, the Ground Floor and the horrible Basement. Up to 6 players may enter the house at any time and start exploring it. Every time you play, the rooms appear randomly, and you never know what can happen, what is waiting for you on the other side of the door... Can you open the door?

Every room has a story to share, or a seal to break. Each time you break a seal, there is a chance for you to trigger a curse. Every curse changes gameplay dramatically, as one of the whole lot of you explorers, turns into a traitor and most of the times transforms into a horrific supernatural (or not) creature that the rest of the explorers have to fight.

You never get to chose sides, that's the risk of exploring the Blackthorn Manor, your goal is to either destroy the cursed one, or when  YOU get to be the cursed one, your goal is to destroy the others.

What this game has to offer is many many random stories, random traitor setups and a different style of play for each curse that unfolds.

Following is a screenshot of our prototype that we have been working on:
4 Brave Capsules are exploring the Blackthorn Manor...
Every Friday we will be keeping you informed about Dementia : Tales of Blackthorn Manor and we will be updating you with concept art, models, environment. Stay tuned, there is much more waiting for you...

Experience the Curse...




Wednesday, January 8, 2014

Welcome HexCraft to the Genesis Family!

Happy new year everyone! 2014 has arrived and we promised for special news! So here they are!

We are announcing our first puzzle game to come on Windows Phone 8 and Windows 8 Platforms : HexCraft !

HexCraft is a hexagonical tile puzzle game, featuring over 200 puzzles for you to solve and sharpen your
brains! Can you beat them all ?

The concept is pretty simple. Rotate all the hexagons so that you solve the puzzle! Just tap on the hexagon to rotate itself and all its' neighboors around themselves but be aware, rotating the wrong hexagon may make the puzzles even more challenging than they already are!

But then again, rotating the right hexagon may result in making your lives easier..!

Here is a sneak peek from our Level Design :

We focus on designing pretty, challenging levels to bring you hours of fun!


We will be bringing you news of HexCraft every Wednesday, so stay tuned people, as we have even more spicy news to share!

Thursday, December 19, 2013

Unity3D Event @ Found.Ation

Last week at Found.Ation, we co-organized a Game Development event along with Microsoft Hellas. All sorts of concepts of the game development industry were introduced to the attendees and we would like to thank you all guys for coming over, it was a pleasure meeting and talking to you all.

We hope we can host more events in the future so you can see more of whatever field of the game industry you like!

Some photos from the event :

Dimitris-Ilias Gkanatsios from Microsoft Hellas on
Multiplatform Game Development

Kostas Dokos, our Lead Designer Presenting the Art of Game Design

Kostas, Along with Theodoros Doukoulos, our Product Manager,
presenting Unity Fundamentals

It's Marketing Time! Panel with special guest George Karavias from Anlock



Event Attendance - Presenting Unity Basics
Finally, here is the link for the Game Design presentation as well as the Unity demo:
http://www.mediafire.com/view/49ulbxx0dg36oqe - Art of Game Design
http://www.mediafire.com/download/l8uggfvtspizdoi/SpheresVSCubes.rar - Unity Demo

Thank you all for attending, catch you guys later..!