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Dec 3, 2013
Design Blog 03 – Tabletop Maize
Hello again, Today I’m going to continue with the design stuff and talk about a pretty cool step in the design process. It’s a good idea...
Dec 2, 2013
Audio Blog 01 – Monster Roar Sound Design
Hi! Jaime here, and today I’m going to talk about the sound design process for lil’ Sparky’s roars, grunts and general vocal noises. If...
Nov 29, 2013
Misc. Blog 03 – Oculus Rift Testing
Hi everyone! OCULUS RIFT TEST Right, now that I have your attention, allow me to introduce myself. I’m Andrew, the lead programmer for...
Nov 27, 2013
Programming Blog 02 – What’s That Coming Over The Hill…?
Hello to all you loyal Junkfish followers out there. My name is Gary, commonly known around these parts as “The Goat”. Don’t ask why...
Nov 26, 2013
Design Blog 02 – Like Alien, but at sea
Commonly it is assumed that creative pieces come to their originator fully formed, completely unique and ready to be produced. Perhaps...
Nov 26, 2013
Misc. Blog 01 – Once upon a FooFoo
Day 67 aboard the S.S Junkfish Rations: Low on water and chocolate biscuits Temperature: Freezing, hot water bottle losing heat Stephanie...
Nov 22, 2013
Art Blog 02 – A Little Bit of Animation
Hello everyone! I’m Judy the animator of the team and it’s my turn to write a blog post today. So like my job title suggests I’m...
Nov 21, 2013
Programming Blog 01 – Intro to Procedural
Greetings Junkfish followers. I am Peter, the procedural proprietor. I have a tendency to hide up the back of the workplace, and write...
Nov 20, 2013
Art Blog 01 – Corridors and Rooms
Maize takes place aboard a series of old, abandoned cargo ships built in the mid 70’s. They once transported expensive goods of all sorts...
Nov 19, 2013
Design Blog 01 – Maize Origin Story
Hi, I’m Grant, co-designer and gameplay programmer for the team. Here at Junkfish we are well into production of our first full game,...
Nov 15, 2013
Setting Sail
Hello! Welcome to Team Junkfish’s website. We’re a games company based in Dundee, Scotland with a focus on PC development, and we’re...
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