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Creavures Available on Impulse

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Creavures just went live on Impulse today! Here’s the link to the game page. Thanks to Larry and Dash’s help for getting the game up and testing it for us. On Impulse, the game can also be found in Adventure and Casual categories.

We are also unveiling our new box art all thanks to Caro!

Creavures Banner

Featuring Bitey, Glidey, and Rolly!


Not only are we excited about partnering with Impulse again, we are also happy for Impulse for being a part of GameStop. It’s a great time for Creavures to be on Impulse. For all the Impulse players, check out Creavures! Have fun.

Acting Out Our Characters For Our Games

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Hello!

For those of you who may not know me, my name is Mike and I am the animator of Muse Games. Yes, I am also the guy that Howard posted pictures of dancing a few days ago. In what might seem like an act of contrition, Howard asked me to write a little bit about our animation process on CreaVures. After careful consideration, I gleefully accepted.

To put it briefly, animating CreaVures was like, wrestling an octopus.



We had quadrupeds, birds, snakes, bipeds and so on that all needed to convey the proper weight, attitude and movement, but we also had our main characters who were all even more diverse due to their various, unique personalities. For example, Bitey was the headstrong, energetic young boy and had to feel like he moved faster and have some impulsive tendencies. Pokey being the bigger and more reluctant CreaVure needed to have much more weight behind his movements. The plethora of emotions that we had to convey and keeping them consistent with each character was a HUGE obstacle. Also, finding animations that could loop well that didn’t feel like cycles was also a big challenge because we had to look from the player’s perspective and see if its too long, short, inorganic or just plain annoying.

It was dealing with problems like this for the first initial animation cycles and especially the cutscenes that helped the entire CreaVures development team learn and in many ways discover more about our CreaVure’s personalities, but it was very difficult to do so without having any preexisting examples of tiny, bio-luminescent animals. So what did we have? Well, we had a full length mirror in our hallway (it has since been moved into the bathroom) and enough space to act out all of our character’s movements. This brings me to one of the most important parts of any animation pipeline:

COLLECTING REFERENCE!!!

(gasp) OK. Moving on.

We were able to collect a ton of reference just from physically acting out how our characters behaved when they would jump, run or whatever. This method also cemented each of our CreaVure’s personalities and It was a great way to bring everyone together on the project. It made the experience more fun. We also used youtube and other video references to help us further define our characters, but looking back I personally feel that the best reference we got was from using our bodies as the catalyst for how we thought our CreaVures would move.

I wanted to illustrate this point by uploading a video along with this blog post that I feel best summarizes everything that I have mentioned above. So, thanks to Howard, I can end this post with a short video entry of myself jumping into action as our reluctant adventurer: Pokey.

Please follow the link below and I hope you enjoyed learning more about our animation process at Muse Games!

http://youtu.be/_CxFVEhBUvE

Creavures Announcement!

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Somehow the Creavures team decided that it’s going to be 90′s “groovy” music day today at the office. But what does it have to do with Creavures?

This is Mike, our animator:


Yes, while he’s not dancing to the tunes and obscuring his screen, he’s actually doing some work. New Creavures animatics, and cutscenes. Coming soon. In the meantime, if this gives you any ideas about 90′s music, it’s not our fault.

First Year of Muse – Progress, Screw-ups, and Lessons

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This month begins the second year of Muse. While we started making games in 2009, we formed the company and started selling our games in 2010. So 2010 was really officially our first year.

And how was it? Well, everything was hard. What else could we have expected! Of course it was hard. Looking back, we made some great strides. We started in 09 just making free games, still finding our way with the technology, the distribution, and building the team. In 2010, with Guns of Icarus and Creavures, we established a lot of great partnerships. A bit of luck was definitely involved, but looking back, it was also a lot of hard work. I think what made it all worthwhile was not just that we had opportunities to make money. It was also about the people. Through it all, we met some amazing people who genuinely took interest in what we did and believed in us.

We’ve always taken the approach that relationships are to be built to last. In business school, negotiation was always taught to not leave any money on the table. Here, we’re the complete opposite. How can taking all the money off the table all the time be the foundation to building lasting relationships? It can’t. We want to be treated fairly of course, but with the partners that we believe in, we’ve learned not to be hard-assed or near-sighted. Sometimes, too much negotiation of the minutiae can make people lose sight of what is really important and jeopardize what can be long lasting. With the help of our partner to feature our games, we had some success with both Guns of Icarus and Creavures. Guns of Icarus was a profitable project, and Creavures had good initial sales on Steam and Mac App Store.

With the help of our partners, we finally felt that our games were out on the market, for people to see and judge. Our games were finally being tested in the marketplace. With a game truly out in the market place, the customer support was critical. We had a few screw ups, but I’m proud to say that we didn’t let what was hard get in the way of what we believed in. Pretty much from day 1, we made a conviction to get back to everyone as fast as we could and address feedback as much as we could.

When Guns of Icarus was released, we had a lot of great support, but of course there were also tough feedback as well. We spent about 4 months developing the game with a small team, because that’s really all the resources we had. When people got a feel for the multiplayer, they invariably wanted more – campaigns, pvp, etc. And so there was a perception for some that the multiplayer for Guns was half-assed. That was pretty tough not only because we invested a lot emotionally, but also because it hit the mark. And we knew that it was right, but we didn’t have the resources to do more. That was really frustrating. And with each update, there would also be bugs – compatibility issues with some old graphics card we didn’t have the means to test, multiplayer server going down, level balancing off, etc. We felt that with customer service, we couldn’t slip. After all, this is people’s hard earned money we are talking about. Once this point became crystal clear, trying to accommodating wasn’t hard. We just had to understand where people were coming from.

As an example of us still learning and not always doing things as well as we could be, just look at Creavures on the Mac App Store for the last 2 weeks. We released an update, and people had trouble downloading the update. Fresh installs worked, but updates? Not happening. 1-2 star reviews started coming in, and we really didn’t have a good way to reach out to or interact with people who were having trouble through Apple’s interface. At the same time, we struggled to find a fix. As a result, our sales suffered a bit. Lesson? Find a way, any way to communicate faster. Our response was to find a fix fast, but we didn’t communicate fast enough. No excuses. We are now nearing a solution, but it will likely take another week to go through the review process. In the meantime, we just really have to focus on communication to frustrated customers. And apologize. If we screwed up, of course we should apologize. That’s the least we should do.

In 2011, there are a lot of exciting opportunities in store. We are returning to the iOS with Creavures. The Nest is close to release. Guns of Icarus online is full steam ahead. We’ll take what we learned last year, and do better this year.

Status of Creavures Update on Mac App Store

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For everyone who tried to download Version 1.1 and failed, we are totally sorry! And for the tardiness of this post, we are doubly sorry.

We started seeing your reviews in the App Store last week and looked into the issue. The combination of not being able to reach out to players directly on the App Store and delay in our communications really didn’t help. Our apologies.

Right now, we are still working hard to pinpoint the problem and to solve it. We have also reported the issue to Apple, so hopefully they can help us resolve it as soon as possible.

As soon as we have a fix, we will post it immediately to the App Store, and update you through our blog and forum again. Thanks so much for your patience!

For everyone who bought Creavures on Steam, MacGameStore.com, and WeGame, the game should be working properly. This problem appears to occur only in the Mac App Store.

Creavures + WeGame = Funny Videos with Chomping Sounds of Bitey?

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Creavures also just went live on WeGame.

Thanks a lot to Jared, Damon, and Jeff for the feature and banner space!

We are really excited to have Creavures up on WeGame. When you play games on WeGame, you can also record game play footages, screens, as well as your commentary, and then share them. So the first time you giggle at Pokey’s grunts, Bitey’s chomps, or beat the bosses, you’ll have the footages in hand. What a way to show off! You can also track stats and achievements. WeGame is cool and different because they have the tools you crave when you are playing to make the gaming experience more colorful.

When I first met Jared at GDC, I was just coming down with pneumonia, and I probably had a 100+ fever. But Jared was so passionate that I didn’t want to just fall over and collapse. After I recovered, I started diving into the service, and found it really entertaining. Now, after a month, Creavures is finally on WeGame!

I really hope you enjoy Creavures + WeGame. It’s adds another dimension of fun to the experience.

Creavures on Mac Game Store

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Creavures is now available on Mac Game Store, a leading online game store dedicated to the Mac.

For all the Mac Game Store shoppers, search for Creavures and you shall find it.

In addition to Creavures being on the Mac App Store and Steam, we’ve been working hard on getting Creavures onto more places so more people can find and enjoy the game. In the coming weeks, we will be making a bunch more announcements, so stay tuned!

CreaVures arrives to Mac App Store!

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CreaVures has been approved and is now available on the Mac App Store.

Visit the Mac App Store & take a look!

Still to come – CreaVures on iOS :)

CreaVures live! Get it on Steam

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The wait is finally over. The CreaVures are waiting for you in their magical mythical world.

Head on over to Steam to grab your copy for 10% off this first week!

We’ll be spending the next month bringing the game to iOS, so iPad users stay tuned.

Cast of CreaVures | Rolly, Bitey, and Zappy

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In anticipation of tomorrow’s Steam launch we’re cueing up the rest of the cast of our new puzzle platformer CreaVures!! Get ready!!