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2010
07.31

Hey Guys … It’s incredible :) … We can’t believe that: Master of Alchemy HD, till now, is the best iPad game – see the image below!
Master of Alchemy HD is better than Plants vs Zombies HD, Flight Control HD, Monkey Island 2 and Osmos for iPad … Yes, we know…by now…but: Let us gloat a little! :) :)

If you want to see if Master of Alchemy HD is still there – visit iGameStats: http://www.igamestats.com/best-games/ipad

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2010
07.31

“[...] If you like strategy games, lots of replay value, and hours of entertainment, this is probably the title for you. Master of Alchemy HD integrates the Crystal online-gaming platform, which allows for leaderboard and achievement integration, which is a plus! For $4.99, which may seem steep to some of you frugal iPad gamers, the total game time definitely makes the price of purchase worth it.”

Read the full review here: iPadmodo / Appmodo – Master of Alchemy HD Review for iPad.

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2010
07.30

“Overall I really did (and still do) enjoy Master Of Alchemy HD. Visually, it’s exactly what I want in an iPad game and gameplay wise, it has the perfect balance between fun factor and difficulty. If you love quality puzzle games and have been looking for new titles to keep your iPad company, you surely can’t go wrong with this unique and delightful puzzler.

Score: “Kiss it” (5/5)

Read the full review here: Master Of Alchemy HD In Review – God Like Power Packed In A Puzzler.

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2010
07.30

Master of Alchemy HD is a Featured App in the US iPad Apple Store – Game Section :)

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2010
07.29

Master of Alchemy (by Chillingo and DarkWave Games) is COMING SOON to the iPhone and iPod touch! Beautifully tailored to maximize the new iPhone 4 features!

It has just been sent to Apple for the review process!
Soon online a MoA iPhone version minisite!

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2010
07.29

While your typical iPad game looks great, ones this polished in both looks and gameplay are still few and far between. Recommended.

Score: 8,5/10 – and everybody knows how much they are brutally honest and impartial!! :) We are really proud of our game!!!

Read the full review here: Review: Master of Alchemy (iPad)- Destructoid.

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2010
07.26

Hi, my name is Emanuele Farina and I’m art director and graphic designer at DarkWave Games.
Today I will write a little bit about Master of Alchemy’s graphic creation process…

If I have to talk about Master of Alchemy, I have to talk about a bet!
Before starting the project, I didn’t know what creating a videogame means: I’m a graduate from IED in 3D modeling and I was a web/UI designer…but DarkWave Games wanted a new graphic approach, an artistic perspective, so they hired me…My main tasks are to adapt illustrators’ hi-quality hand-made drawings to videogames’ images, and to give continuity and consistency to their different works.

In Master of Alchemy project, besides being the art director, I was responsible for game assets, GUI, advertising graphic assets and website (a small company needs adaptable people :)).

Graphically speaking, the main Master of Alchemy’s peculiarity is the originality of each element and the care for details: in fact, steampunk genre, to be evocative, required complex shapes and a high level of details. When you have to create such kind of game assets, real problems are time and the management of the different variants of the project: everything must be scalable and reusable – this took me a lot of time and it worried me very much.
So, to save time in the creation of scalable and reusable assets, since the most Master of Alchemy’s in-game elements have a metallic surface, I have divided their structures into two parts:

  1. The first one, completely vectorial, defines:
    • Shapes;
    • Basic colour;
    • Lights and shadows.
  2. The second one, completely raster, is a mix of real textures with some levels of dirty applied with different brushes.

Here’s an example of what I’m saying:

Master of Alchemy Buttons - Creation Process

For example, this production method allows us to enlarge to 200% all the game assets in only one day – opened all files, I doubled all images, included their styles, I replaced existing textures with high resolution ones, and finally I recreated the dirt’s maps with brushes. Images were ready to be cut and mounted on the device in a few minutes!

The other big challenge I had to face was to succeed in keeping the artistic stroke of Francesco (Master of Alchemy’s concept artist and illustrator).

It was an hard task, but sincerely, at the end of the project, I can say I’m quite satisfied! Every hand-made sketch that you concretise in digital loses that stroke and those specific features typical of hand-made draw, especially if you have to create reusable games assets; moreover, if you are creating a game for iPad or iPhone, even if they are superlative devices, you have to respect a lot of limits (because of the screen dimension, the multitouch interface, the memory limits, the application total size – it’s better don’t surpass 20 MB, etc.). So I tried to trace faithfully Francesco’s stroke, but giving some uniformity to all objects: in this way, I succeeded in keeping a good elements’ characterization, even if some of Francesco’s artistic stroke was lost. As example, here you can see the production of crucible (the most important MoA’s alembic), you can observe by yourself what I mean.

As you can notice from the image above, details level is very high – moreover, consider that the image is reduced by 25% of the original one, even if in-game assets are at most 256x256px – this is because I noticed that a well-groomed, colored in the right way, image keeps a superior quality even if reduced at 256px (although at that resolution the most details wouldn’t be perceptible). Anyway, this is not the reason why we made alembics bigger than the necessary on iPad/iPhone: 1) Master of Alchemy has been developed to be multiplatform (we don’t know if it will be, but it could be published on other platforms :)); 2) working on big images helped me to understand how to manage complex images at low resolutions and how to emphasize details, light and shadows.

There would be still a lot of things to say about the graphic MoA creation…but I have a lot of work to do now :). Below, some other images…and I promise to you a new post soon.

Bye,
Emanuele Farina

Ps. If you have some questions, leave a Comment – I would be very happy to reply!


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2010
07.24

A review about Master of Alchemy has been published by www.gamesuncovered.com (reviewer Ben Briggs)….

We are very very excited: Score – GRADE A (10/10)

Here something of what GamesUncovered thinks about Master of Alchemy HD:

  • Simply a fantastic puzzle game that is challenging, deep and graphically stunning. An absolute treasure
  • Graphically, the game is easily up there with the best iPad games currently available
  • “What you get here is a challenging game with a large variety of different tasks, so it’s easy to get lost in for hours. It is a puzzle experience that is rich, deep, engaging and achingly beautiful; without a doubt one of the best iPad games yet.”
  • “The controls work seamlessly and exactly as you would expect”
  • “The particle physics used here really help bring the game to life”
  • It’s definitely a lot of fun

Thanks Ben!

Read the full review here: http://www.gamesuncovered.com/reviews/master-of-alchemy-hdMaster of Alchemy HD iPad Game Review at Games Uncovered.

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2010
07.16

Master of Alchemy HD is finally out on iTunes :Dhttp://itunes.apple.com/app/master-of-alchemy-hd/id373513573?mt=8

Don’t Miss it!! :D




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2010
07.13

A fantastic comics [by DarkWave Games and Francesco Dossena] about the birth/creation of Nova Persona – a character you can perform playing Master of Alchemy.

If you want, you can download the pdf too.

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