WHAT WE DO
We didn't really plan it but the combination of both our skills
lead us to create games for our studio and for others. This is the kind of things we do on a daily basis:
Game & Level Design
What are the main game mechanics? What’s the goal? How does the player achieve it? What’s so fun about it? What makes the player come back?
We build levels with a difficulty curve matching the player’s skill to make him experience a state of flow.
An alchemy of art and science that brings the game to life.
We optimize our games for PC and mobile devices – and not only the latest generations.
But we still have them all ;)
“But… what did I say?
Will you stop weeping for *$%+’s sake.”
It’s not what you’re saying – it’s THE WAY you say it!
Useful to prevent players from breaking their hardware and being rude to their screens. We work hard to make our games usable and accessible. When the player fails, it is not because the machine failed him.
Charles Pearson, also known as Aze, started working on Fractal Space in 2012 during his Game and Level Design course in Paris, in which he learned about designing games and Unity 3D. He had finished Portal and Portal 2 and felt frustrated. He loved and admired these games so much that he thought "One day, I'll do something as good as that".
He released a first version of the game with only a couple of levels and dialogs. People responded really well proving the gameplay was attractive, but life caught up and he didn't find the time to work more on the project.
Until he met her.
The nutcracker voice you guys will have to cope with too if you play.
She's a mad sci-fi fan, Lynch admirer, she writes stories and criticizes poor UI and level design.
She loved the game to bits and thought it could benefit from a bizarre story.
Together, they decided to unleash the full potential of what was now "their game" - and hopefully, your next game.
They created Fractal Space.
THE TWO OF US
Charles Pearson AKA ‘AZE’
Unity C# Developer
4 years of experience as Game Designer & Unity C# Developer at Cyanide, Playsoft and Airbus.
Amélie Beaudroit AKA ‘Jane G Six’
Hello guys, Just a quick post to talk about one of the issues I encountered in Unity while working on the PC version of Fractal Space. It’s just to help other developers who might encounter the same problem and wonder how to fix it. The Problem We are in Deferred Rendering. In some cases, when a Realtime Light set[…]
Get the game on Steam (Coming Soon) Download the Pocket Edition on iOS Download the Pocket Edition on Google Play Hello! Hi there, dear Fractal Space players! We have been very busy the last few weeks, focusing on the Steam version of the game. This is why there hasn’t been any update of the Pocket Edition on iOS and Android – yet.[…]
Hi Again! Hello, dear Fractal Space players, fans and readers! We are writing this post to update you on the progress made on the PC version these past few weeks. We have been very busy with: Working for other studios, on different games 🙂 Moving from London to Kosice, Slovakia (pfew!) Finishing the first chapter of the PC[…]
Hello dear Fractal Space players and followers! Since we have released the Pocket Edition of the game around a month ago on Android and iOS, we have delivered a few game updates that you can check out here. By the way, we just had a great review from PocketMeta 🙂 These past few weeks, we[…]
Hey guys! Now that the Pocket Edition of Fractal Space has been release on both Android and iOS, we’ll be working on the PC Steam version, and Windows Phone port. Here’s what we’ll be adding to the Steam PC version: More levels, more rooms! More difficulty (hey, you guys will appreciate that!) New Next-Gen 3D[…]
Yes!! That’s it! Fractal Space is published & live on the App Store! You can download it on your iPhone or iPad right now, right here! After many bugfixes, and much optimization, the game now runs smoothly on any iDevice from the iPhone 4S (included!). We have also published the new launch trailer for the Pocket Edition with updated graphics. See[…]
Hey guys! The Android version of the game is already out there, alive and OK. We have been working on the iOS build of the game, and it is now almost ready! After fixing many bugs, and much optimization, the game should run smoothly on any iDevice from the iPhone 4S (included!). We are also working on[…]
We wish you all the best for 2016; love, fame, money and time, oh yes, the precious one we all run after. May you be blessed with time in 2016 and the opportunity to do what suits you with it 🙂 We very much enjoyed our holidays, thank you! We were very happy to be able to[…]
Merry Christmas, Guys! A week in advance, how awesome is that?! Yes this is for real, the game is ON, it’s live, it’s new, it’s finished, it’s polished, ready to tickle your starving brains on Android! It will be coming soon to iOS and Windows Phone next 😉 After playtests, recordings, iterations, level design brainstormings, multiple integrations, presentations,[…]