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Backbeat Steam Next Fest Stream #2

Catch up on our final Steam Next Fest Stream!


The Steam Next Festival is coming and we are thrilled to show you our new Backbeat Demo. Join our livestream to talk about different aspects of the game and production!

[previewyoutube][/previewyoutube]

[h2]On the agenda[/h2]



We'll start by giving you an introduction Backbeat, highlighting controls, mechanics, and gameplay in the demo. We'll also talk about the setting, characters and inspirations that went into building 1995 Hornsburg.

We'll also provide a glimpse into the full version with some of the more sophisticated mechanics and scoring that show up farther into the game. Finally, we'll celebrate our new demo launch with a giveaway of the full version of our award-winning DJ simulator, Hexagroove!

Wishlist Backbeat and stay updated on important news and information leading up to launch! A single click is all it takes to dive into our world of funk, humor, nostalgia, and strategic puzzling madness!

https://store.steampowered.com/app/1585730/Backbeat/

Stay cool and funky!
-- The Backbeat team at Ichigoichie

Got a quarter? Give us a call!

Twitter - Facebook - Instagram - Youtube

Backbeat Steam Next Fest Stream #1

Welcome to our first Next Fest Stream!


The Steam Next Festival is coming and we are thrilled to show you our new Backbeat Demo. Join our livestream to talk about different aspects of the game and production!

[previewyoutube][/previewyoutube]

[h2]On the agenda[/h2]



We'll start by giving you an introduction Backbeat, highlighting controls, mechanics, and gameplay in the demo. We'll also talk about the setting, characters and inspirations that went into building 1995 Hornsburg.

We'll also provide a glimpse into the full version with some of the more sophisticated mechanics and scoring that show up farther into the game. Finally, we'll celebrate our new demo launch with a giveaway of the full version of our award-winning DJ simulator, Hexagroove!

Wishlist Backbeat and stay updated on important news and information leading up to launch! A single click is all it takes to dive into our world of funk, humor, nostalgia, and strategic puzzling madness!

https://store.steampowered.com/app/1585730/Backbeat/

Stay cool and funky!
-- The Backbeat team at Ichigoichie

Got a quarter? Give us a call!

Twitter - Facebook - Instagram - Youtube

Dev blog #4

Greetings Backbeat fans!


It is late August and the whole Backbeat team has returned from a skönt Swedish summer vacation. With our demo release less than a month away, every chair in the office bullpen is filled and we are creating content like never before.



We have a tradition of making beautiful, full-size posters of our titles to hang on the walls of the office, and our one for Backbeat is nearly done. At the centerpiece is a collage of the eight band members. We were inspired by 90s movie posters and character-centric game key art in creating this image. Weaving together all the personalities and graphic styles we've centered around in the title was a lot of fun, and we can't wait to put on the finishing touches and send it off to the printer.



Now four-artists strong, we have been working on visual effects for the payoff moments in Backbeat and our playback camera system, adding particles and wipes. The visual design language is a blend of 90s pastels, geometry, and 32-bit era games, so you'll find lots of circles, triangles, and squiggles filling both the ethereal and player control sections of the game. Most interactive portions are flat and lower contrast, but after solving a puzzle, the player is treated to a music video of her choices and we dim the lights and bump up the bloom.



The final level of our demo takes place in Callahan's, a dive bar on the edge of downtown Hornsburg. Our heroes play an open mic night in their first public appearance. After overcoming a bout of stage fright, they learn the unique time-balancing game mechanic of STAGGER before being taunted by their soon-to-be nemesis La Tormenta.



The dialog system is nearly finished, and this month our character artist Sandra has turned her attention to the many colorful NPCs and supporting characters that stand along the path to stardom for of our heroes. We drew references from cameos in some famous 90s band movies and an internet meme or two for good measure. Can you see anyone you know?



Last by not least, we have started localization! Backbeat will be full of professional Japanese translation from day one by some old friends in Tokyo. If you're looking to brush up on your kanji, you're in luck!

It's just a few weeks until the Steam Next Festival and Tokyo Game Show, where our demo will be live, so for now we'll sign off and head back to the product backlog.

[h2]Join the conversation![/h2]

Do you have an idea for a dev blog topic? Curious about the team and story of Backbeat? Comment on this post or tweet at me, I'd love to hear your thoughts.

Stay cool and funky!
-- The Backbeat team at Ichigoichie

Twitter - Facebook - Instagram - Youtube

Dev blog #3

Greetings Backbeat fans!


It's the nicest weather of the year in Stockholm, so we have been enjoying our evenings in the fresh air. But just because it's July doesn't mean the content train has stopped rolling. This month there are lots of little things going on in the office. We welcomed a new design assistant, Andy, who has been helping integrate all of the song packs and dialog data into the game. I just finished giving my talk on studio management at the annual Game Developer's Conference, and now I have my sights set firmly on the Tokyo Game Show at the end of September, because we're releasing a demo!



Exactly two years ago this week we were exhibiting our first playable demo of Hexagroove: Tactical DJ at NärCon in Linköping and less than a month away from submitting to Nintendo for release. This time around though many things are the same, some are completely different. Backbeat is a huge undertaking for our little studio and we're building three to four times more content for our new puzzle/strategy game. In addition to the standard custom song pack we build for our games, in each of Backbeat's levels we have a much more detailed environment with 3D playable characters, NPCs, and a storyline about four dreamers with their eyes set on the future (over 25000 words!). I can't believe it's all coming together at once, but here we are.



This month we've started pouring more energy into increasing the flair and style of Watts' adventure through Hornsburg, adding things to the beginning and end of every level. After solving one of the puzzles in Backbeat, you receive a special music video built from all of the choices you made in navigating the environment. We kick this off with a little metronome animation. The first version looks something like this. In the next milestone we're going to do all the heavy lifting to add those camera cuts, wipes, and decals to dress up the band members' funkiest maneuvers through the level.



Every apprentice needs a master to guide her on the road to glory. In Backbeat this is Cliff, bassist of the funk band that inspires Watts to stop playing covers and become the master of her own progression (musically and professionally). There's a subtle reference in here to a legendary funk bassist, can you guess which?



Cliff runs his management service in tandem with his band's tours. Often when Watts is in need of some musical advice, he's not around so she has to give him a call. In 1995 tiny supercomputers in your pocket were a distant science fiction dream... it was a miracle if you could reach anybody without use of a payphone. Fortunately for Watts she's taken her tips from a certain Zach Morris and has her own cutting-edge technology for enlisting help.



Finally, I'm happy to say the story is 95% complete! This means we are just a stone's throw away from sending it off to translation services for the Japanese version. Backbeat's story covers more than twenty scenes over three acts and building it out with the writing team has been quite an experience. I played a lot of Sierra adventure games growing up with my family, and this love of sharing stories compelled me to try out acting and film studies in college. Writing has been something I've always been interested in but never done professionally, so this has been a very eye-opening experience for me. Writing a short story and creating narrative for games are two completely different things and it's a serious challenge to work in character development and drama alongside the more practical physical conflict that games often require for motivation.

The next two months we have a long milestone to nail everything that we need to get the demo version running smoothly. When that's finished you can enjoy a free taste of the game mechanics, music, and characters of Hornsburg. Look for an intermediate update at the end of August.

[h2]Join the conversation![/h2]

Do you have an idea for a dev blog topic? Curious about the team and story of Backbeat? Comment on this post or tweet at me, I'd love to hear your thoughts.

Cheers!
-- David, Creative Director

Twitter - Facebook - Instagram - Youtube

Dev blog #2

Glad midsommar Backbeat fans!


Last week we were clinking the glasses in the garden behind our office and celebrating not only the Swedish midsummer holiday, but our progress in Backbeat as well. In June we've been working more on our vertical slice, adding things to the in-game experience that sparkle on top of the core puzzle/strategy gameplay that we've been building and user-testing.



We've added a new location to the town of Hornsburg: the video store "Hollywood Movies" where our drummer Josh works part-time. In the 90s brick-and-mortar stores were king and the biggest blockbuster titles debuted in clamshell cases alongside plastic shelves filled with chocolates and candy. We wanted to capture the feel of the industrial carpet, bold colors, and endless rows of VHS tapes.



We've also started creating dialog portraits of our antagonists La Tormenta and the supporting characters that cheer for Watts from backstage. Here are two snaps of Jack, the confident leader of La Tormenta, and heroine Watts' best friend Ashley, who introduces her to both funk music and keyboardist Toshi.



Next month level design goes into full swing and we'll be adding new puzzles and maps for our recently created clubs and businesses of suburban Baltimore. We have a growing palette of objects in our Backbeat editor for creating all sorts of 90s Americana and strategic obstacles.

Finally, we're going (virtually) to GDC next month to talk about our development process on our first game, Hexagroove: Tactical DJ, and Backbeat. Creative Director David Ventura will be talking at the most prestigious conference for game developers shining a little bit of light on how we work together at Ichigoichie. We're really working hard now to have more gameplay videos and GIFs just in time for the conference.

[h2]Join the conversation![/h2]

Do you have an idea for a dev blog topic? Curious about the team and story of Backbeat? Comment on this post or tweet at us, we'd love to hear your thoughts.

Stay cool and funky!
-- The Backbeat team at Ichigoichie

Twitter - Facebook - Instagram - Youtube