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Cubus games
Cubus games








There was plenty of illustrations already done for the "analogical version", so we caught it, commissioning to Pedro more illustrations to complete the "digital version". ( JC) The Sinister Fairground illustrator is Pedro Belushi, the illustrator of the original paper book. ( JC) In general terms, sci-fi is quite popular right now (we see dystopian futures everywhere!), fantasy keeps its power, horror and zombies do it too Tell us about the illustrators – who they are, how you find them? Are they resident authors, or do you find a dedicated artist for each project? Then, spending hours and hours of communication, talking with them about the gamebook we could do, the adaptation to app format and about the royalties and "serious contract terms." Are some genres (like sci-fi, fantasy) more popular than others? ( JC) Spending hours and hours surfing the Internet searching for high quality stories and good authors. These people isn't from Sweden, but from other planet. Such a stuff like "Year Walk" is too good to have been done by mentally sane humans. These guys are pretty crazy, they mustn't be mentally sane. From our POV, Tin Man Games and Inkle Studio are the kings to dethrone, but right now we just adore them ) The paragon: we have to move out from the gamebook's niche to talk about it: they do pure delightful interactive storytelling. With "Sorcery!", Inkle has achieved to open their market, to arrive to the "gamers", not just to the "gamebookers". Inkle did the adaptation of Steve Jackson's "Sorcery!" gamebook, creating an awesome GAME. It's a novel, but it has game mechanics, all of them well hidden below the text layer. They designed Dave Morris' interactive novel Frankenstein, for Profile Books. These gentlemen do awesome design, awesome games, and they've managed to create interactive storytelling beyond the "gamebook niche". They're one of the kings, adapting to the app format old collections as Fighting Fantasy and creating their own ones as well (The Gamebook Adventures Saga). ( JC) In the beginning we were always looking to Australian Tin Man Games. And we love storytelling and games, so here you are: gamebooks! What games/developers inspired you in the first place? Is there a paragon in the industry for you?

#Cubus games full

We realized that's a small niche but full of loyal fans. We're a bunch of freaks & geeks so this niche seemed the right one. ( Jaume Carballo) Well, we grew up reading this kind of interactive books, the CYOA collection, The Time Machine, D&D gamebooks, Fighting Fantasy, Lone Wolf. We love this stuff! Why, of all niches, you chose interactive stories and gamebooks? Gamebooks first, and different kinds of interactive storytelling later, were the perfect outlet for this. Everyone on our team has their own addictions - such as video games, movies, and music - and we wanted a way for all of us to express that passion collaboratively. We are five people fully involved with this adventure, that begun just a year ago (February 2014). ( Quim Garreta) Cubus Games is a team of imaginative people with a need to create, and that have a deep passion for unique experiences. Tell us about Cubus Games – how did it start and when? How many people are in your team? Now, Quim Garreta and Jaume Carballo share their dreams, aspirations, creative processes and a little insight on our favorite games' sequels. Both HMT and Necklace of Skulls are on our list of best adventure gamebooks in a very good company. A team of creative, talented people with a knack on good read and engrossing games, Cubus Games attracted our attention more than once last year with its Heavy Metal Thunder gamebook and the Necklace of Skulls, and this year with HMT's amazing sequel Sol Invictus, read our review. Last week, we were lucky to get a few minutes with some of our favorite mobile game developers - the indie studio Cubus Games from Barcelona.








Cubus games