1. The House of Tesla
  2. News

The House of Tesla News

The House of Tesla Dev Log #8

Hello everyone!

Today is the day to talk a bit more about our demo, what it means for us to make it, and whether it “pays off”. Last time I mentioned how we need to change or twist whole processes to be able to make a demo version. One part I haven’t mentioned yet but absolutely needs to be moved forward is the user interface.



That’s a lot of work, some of it for the design department (not as much as you might think though), and a lot of it for the concept art department. Someone also needs to finalize all the art and create an asset atlas, that will be called by the processes in the game and finally, someone needs to code everything about how the menus, cursors, and everything will behave. If you look at the pretty pictures, we included this time you can see a sliver of different stages and variants that we need to go through before the UI is ready (and mount Teide).



Now, if you were following our updates dutifully you might have noticed two interesting things:
a) The demo of our game came out as part of Steam Next Fest
b) Our devlog did not come out after Gamescom



Let me start with point b) I had a great vacation in the Canary Islands namely Tenerife: sun, beaches, cute animals, and mountain trekking. Look at how majestic Mount Teide looks (and forgive me for not putting out this devlog sooner, pls? ✨).



Now, let’s slowly forget there even was a point b) by focusing on its second part - Gamescom. Gamescom was a great experience for us. It was very hard and tiring work, but it was also great to see so many people enjoy our game and give direct feedback through both how they played the game and what they told us after. A lot of fans came to say hi and that was extremely motivating. It was also fun to see other indie devs and what they were working on in the bits of free time we had here and there.
Meanwhile, another part of our team was in the business section of Gamescom doing… well… business stuff, I guess. Not sure what to tell you about that but it was a great success all around for us. Thank you, guys.



As you might remember we had to fast-track our demo to be able to use it at Gamescom. The advantage was that we could just directly put our players into the middle of it and talk them through it. In the case of Next Fest, this is no longer possible as the demo needs to be completely stand-alone. We needed to finish all the menus, and basic functions of the options (so people can at least change their preferred language), we had to work with our localization team and give them all the required texts. Another part was to use some of the feedback from Gamescom to make the experience even better. But being part of Next Fest is also something new for us. So in the end it is an experiment… one that went very well.



During Next Fest more than 10k people played our demo. We received a lot of feedback. We had a lot of publicity thanks to streams and news articles. Many people added The House of Tesla to their Wishlist and our little community is just a little bit bigger thanks to all this. So, will we do something like this the next time around, even if it is hard and time-consuming? Absolutely. Also, if you haven’t but feel like it -> try our demo.

Until next time

Viktor
Lead Designer of The House of Tesla
Blue Brain Games


Developers Play The House of Tesla Demo

Are you excited to see what's new in The House of Tesla? We certainly hope so because we have some good news for you! You can now download the Demo of our upcoming game and play through the first, tutorial chapter.

Or you can join our talented concept artists, Sarianne and Alina, or our no less talented 3D artists Matěj and Fazil, and watch them play through the demo during our Developers Play live stream.

https://store.steampowered.com/app/3171940/

Don't forget to add The House of Tesla to your Wishlist!

New devlog about House of Da Vinci VR!

Hello everyone!

The new Dev Log just landed on The House of Da Vinci VR Steam page. There, Richard, our software architect and technical artist will tell you a little bit about the first research phase and technological decisions we needed to make before we went trough with making a VR game.

Feel free to head on to The House of Da Vinci VR Steam page and wishlist and/or follow the game to see more info as it comes out!

https://store.steampowered.com/news/app/2948310/view/4571804614849466109

The House of Tesla Dev Log #7

Hello everyone!
Today I will be talking (writing?) about Gamescom. So, what is it? In case you don’t know, Gamescom is a large trade fair for video games. It is currently the largest fair of its kind and it is held every year in Cologne, Germany. If you are going, you can find us in hall 10 (Hall 10.2 | F010 E019), so feel free to drop by, chat with us a little, try our demo, and get some cool merch. Wait a minute. Did I say demo? As in a playable demo? Yes, I did! And that’s a big part of what I want to talk about.



Attending Gamescom is certainly an undertaking and during the week we are there our progress will definitely slow down - but the hardest part about our preparations is making a demo version of our game. We talked about some of our processes before, the ideas, design, concept art, prototyping, creation of 3d assets, and making animatics. But there is more - like programming, testing, and polishing. These are all phases that our game has to go through to be in a playable state. To make a demo we need to choose a part of the game and prioritize it going through all the phases, which requires great effort from all of our departments and can be quite complex logistically.



On the other hand, it allows us to try all the ideas we had on a practical level and make adjustments based on feedback from real players, so it definitely has its bright side. In the last few months, we had to shift our focus from the big picture (making designs for all the chapters and slowly building up our progress game-wide) to fully polishing the first, tutorial chapter. Designers needed to shift their focus from brainstorming to testing and polishing, 3d artists from making prototypes to finishing assets and making textures, and concept artists from making concepts to creating various documents and paintings that you’ll be able to see in-game.



Of course, some parts of the demo are not the same as you’ll be able to experience in the final game. Visual effects for one are only an approximation of our final vision and will require a lot more work before the final release.

And it has another bright side I haven’t mentioned! You might be wondering what to do if you wanna try The House of Tesla, but do not plan to attend Gamescom. Well, you’ll need to wait a bit (boo, I know). But maybe not that long. A demo for Steam is in the works. It needs some polishing, some magic work with lighting, finalizing assets for the main menu, and some work on the aforementioned visual effects and after that, it's going straight to our Steam page.



I look forward to seeing you at Gamescom and/or later in the comment section and collecting all your feedback and notes!

Viktor
Lead Designer of The House of Tesla
Blue Brain Games

Devlog of a different kind

Good morning people!

Some of you are asking for details about our upcoming VR game and for those of you, I have great news! Our Creative Director Peter has written a devlog about the ideas that brought the project to life. This is only the first of several devlogs that will be published in the coming few months before the release of the game.

In this one, you'll get some background on the project and how it actually came to be. You can also see some cool photos, screenshots, and some concept art. So what are you waiting for? Click bellow and read, wishlist and all that jazz!

https://store.steampowered.com/news/app/2948310/view/4360132260989260330