Been super busy in pre-production for our next big project codenamed FoM. It’s quite a challenge creating a whole fantastic world with such a lean team, so we’re starting with what gamedevs like to call a Vertical Slice, a small section of what we imagine the final game to be that demonstrates its core gameplay and art-direction. Our vertical slice is split into 3 main phases linked to 3 specific milestones, and the Chapel, illustrated in the wonderful image below is part of phase 1. We’re planning to have a barely playable but beautiful phase 1 ready towards the end of August with basic combat, some placeholder animation and even some dialog. Can’t wait!!

Hey guys! Wanted to swing by and show you some art stuff. I’m working on a castle situated in a pretty cool place, and I figured it could be fun to let you see some steps.
I usually start by doing some sketching and thumbnails. I went for a silhouette approach to this, just to find that initial spark for the design. Numbers 7, 8 and 12 jived well for me, so I’m going to use those as a jumping off point to the next step where I flesh out the idea more.
Please click the image for a larger version, so you can make out the details.
Ok, so here’s an update. I’ll be finishing this thing tomorrow, but I wanted to show a little work in progress. I did sort of skip a few steps, but what are ya gonna do?
And another update before we’re off to vacation here at SnowCastle Games!

Hi, I’m Bendik, the Producer of FoM. I also work on the game design from time to time.
I would like to share with you how we are planning to implement harvesting work in Project FoM.
In general all consumables needed in this game will either be mined or harvested. You shall of course also be allowed to buy consumables should you run out or not like farming in general, but we will strive to make this gameplay super fun.
In games like FarmVille you will need to come back to harvest your crops at a certain time or your crops will die. This is referred to as Appointment Gaming. It’s a binary solution where you either get a reward for returning to the game or a penalty for being too late. We will first of all stick to in-game time, so while you don’t play, time will not pass.
Secondly we don’t like to punish the player for coming back to the game – even if he/she is late. At the same time great rewards should have risks and costs so we will have a slow degration of your harvest should you neglect your garden. E.g. If you are late, your spuds will jump out of the ground and run about and maybe eat your plants. You should still be able to catch most of them if you remember to close the gate to the pen. The fungus might spread and take over nearby plants. So expect the unexpected should you be late, but don’t expect a dead garden.
We will have 3 types of species that can be planted, grown and harvested:
Above is a concept illustration with various examples of the 3 species. Most are based on weird real plants, mushrooms or corals.
For the more advanced farmer, there will be a subtle complicating factor that is that Plants like to have Fungus around them, Spuds like Plants and Fungus like Spuds. Technically this is a Rock-Paper-Scissors relationship between the tree species allowing the player to sacrifice quantity for quality with one species over the other.
That is all I will share for now.
We would love some feedback on this playable demo of ScaleTower, a fun and addictive game which also builds numeracy skills. The game is designed for touch-screens with multitouch. This browser version cannot replicate the full experience because you can only use the mouse cursor, but it is a still good way to check it out.
(It’s a 35Mb download, so please be patient)
Here’s a character concept I designed for ProjectFoM. He’s the first (I think) NPC that’s been designed for the game. I’ll get back to you later on with where he fits in the world. We think it’s pretty cool! Can’t wait to show you guys! Anyways, here’s the mine worker NPC for now.
[UPDATE] I did the back view and refined his face. Here is the new version!
Thanks for taking a look!
Hey guys! Long time no post. Been busy making concept art and butting in on game design meetings, but I wanted to get back in the swing of things and post some art!
I was tasked with doing concept art for this little guy, who is a low level enemy you encounter in Project FoM. He’ll jump ya and use those little claws to attack, and there’s a chance he might poison you with that stinger on his tail. He’s a Crimson Cherby. Enjoy!
(Click the picture for larger view)
And the ortho. Hans Kristian usually looks at the 3/4 view above for the sculpting, seeing as how that one describes the shapes, so the ortho is done just to show larger masses and separated with flat colors or minimal rendering.
Hey guys! Eivind took a panorama view of the office. Figured I’d post this thing so you can see a little more than some cell phone pics on twitter.
In other news, we’re putting the whole team on Project FoM this week! Exciting times! Mattis has started to get into the design process now, after finishing up Scale Tower.
Hogworld: Gnart’s Adventure is mining for diamonds and obsidian in this year’s Nordic Game Awards.
We are very excited that Hogworld: Gnart’s Adventure is nominated for Best Nordic Children’s Game and Best Artistic Achievement. Time to get our spelunking cap on, we are going for Gooooold!
Click image below for animated MineCraft Gnart!



Hogworld: Gnart’s Adventure takes on the big guns in this year’s Nordic Game Awards.
Exciting times! Gnart’s Adventure is nominated for Best Nordic Children’s Game and Best Artistic Achievement, up against incredible titles such as Minecraft and Battlefield 3.
