Quantix Games


All the colors and art of a time

  • 26 April 2010 ·· 10:58
  • Daniel Mafra
  • Defining the game concept was kind of easy. Developing it actually required research and a proper method. It was almost immediate the conception of its art: the 50s breathes images! No, they expire, outwards, on your face, colors, shapes, product design, music idols, non-music idols, smiling girls in painted posters and of course, milkshakes. If you’re from my generation, you can see this kind of thing all the time in a Back to the Future movie, the first one. Or in any other retro work. The 50’s, up to the 60’s before hippie movement, comes in a pastel color, like Jetsons and so on.

    We needed an icon. The game concept shown that Cashtown itself was a simulated mechanical box, like a mechanical toy that a child could grab into their hands. The child would grow and would have it as an iPhone. One specific object became an symbol of that time: the Jukebox. Our Cashtown game resembles a jukebox. It has panels like clock radio displays that you would find at grandma’s house, but it’s still a jukebox. From product design to visual identity that simulates realism even to that time printing layout, it was a very enjoyable task to do.

    Cashtown first coins using 50’s printing.

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  • Languages: Português, English
  • A bit of its way of thinking

  • 26 April 2010 ·· 10:40
  • Daniel Mafra
  • To conceive Cashtown we had to think in a new and different way. This new way allowed us to explore what each technical limitations would mean. The game’s branding mix and the symbolism in its concept are spread like a bolt in each game aspect that was relevant to the gamer and also true to the rich symbolism that it just brings back.

    Each game production area received proper attention like art, sound, commentaries, the cool elements of game design, all of which integrates to the concept and with each other. It was a nice to develop and still be developing Cashtown.

    This energizes the entire production chain!

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  • Languages: Português, English
  • No Flash on iPhone

  • 23 April 2010 ·· 1:24
  • Marcelo Catach
  • Apple and Adobe fight continues to rage on. After announcing iPhone support on its new CS5 suite, Adobe decided to cease investments on the new project. The reason for this is the new agreement made public by Apple last week, where it prohibits explicitly a conversion or translation tool. Only apps generated on Apple frameworks (for instace XCode) will be valid.

    Read Apple and Adobe fight over iPhone development.

  • Keywords: ,
  • Languages: Português, English


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