11
Dec
2014
News

NANTUCKET – TEASER TRAILER

by picaresque

We are pleased to give you a first look at our upcoming game ‘Nantucket‘ in a new teaser trailer.

The teaser shows a portion of the Nantucket’s opening cinematic and it features the work of amazing people who are working with us on the game: Giorgio Palombi (art), Carlos Sanchéz de Medina (music) and Jeff Espinoza (voice).

Check it out and enjoy it!

Keep following us on Facebook and Twitter for more news about the project as well as our DevBlog for development updates.

4
Dec
2014
DevBlog

What about…Voices!

by Capt_Eatbones

Hi there!

we’re back with our travel’s log (in my case, the Captain’s Log)!

Today I want to share with you our first day of recording: the game’s voices. Oh yeah, we got some nice ones for you in the game! Most importantly, we had the honor to meet Jeff Espinoza who’ll be dubbing actor for Nantucket! We knew him thanks to Carlos Sanchéz de Medina, our musics composer. Carlos gently offered his house to record our voice overs and voice effects (the prove in the photo below).

 

Capt_Eatbones and Jeff Espinoza

Jeff is a blues singer, songwriter, voice over, dubber and actor. He’s mostly known for being part of the Red House music band but he also worked on the Deadlight videogame.

Here is an anecdote: when Carlos spoke to him about us and about the game we’re making he said “What a coincidence! I’m reading Moby Dick right now!” This is what I call “a sign”. Really, he’s a great person and a great professional. He helped me a lot during the recording, suggesting what would have been better to do and…correcting some English mistake!

Do you want to hear something? Are you curious of what to expect?

Stay tuned! Very soon you’ll get a grasp of what’s coming!

28
Nov
2014
DevBlog

The art of Nantucket: which way to go

by Capt_Eatbones

Hello everyone,

this is the first post about the art of Nantucket and, of course, there will be more. Today I want to share with you some information about how we started thinking the artistic style of this game. I know…you haven’t seen anything properly yet but, don’t worry and be patient a little more ;D

First of all, this is our first attempt as indie developers. This has always a big impact when it comes to make decisions regarding what will affect the whole project. That happened especially when we started searching for references of what we’d like our game to be, visually.

Now, we’re Italians and, usually, means that some masterpiece from the past always comes to our minds (oh, my god xD) Here you have some of the references we’ve been chasing:

We wanted to be faithful about the age we’re telling our story. We also wanted to pay a tribute to the Picaresque art styles. And lastly – yes, here we comes – we wanted to pay a tribute to Italian illustrators. We love one in particular. He’s one of the great illustrators we had, who recently passed away: Sergio Toppi. We loved from the first moment his art, the stories, the energy, the contrasts of his techniques. We found in his works what we were looking for: something modern, yet with an old flavor. Here you find some of his works we’ve been so inspired by:

As you can see there’s lot of traditional arts that we considered. This is because we feel a strong bond with them. You got a taste with the Nantucket announcement image. Here you have a couple more images of the art of the game:

 

Sailing

 

Scream

Now, in the next posts about the Art of Nantucket, will be focusing more on specific elements of the world we’re going to introduce. So, keep in touch and don’t miss the next “chapter”!

See you soon!

Capt_Eatbones

20
Nov
2014
DevBlog

of picaresque and moby dick

by Mex

For Ithaca has given you the lovely trip.
Without her you would not have set your course.
There is no more that she can give.

Constantine Cavafy

It’ s been a really busy week, but we’ve finally undisclosed the destination for our first journey. Nantucket!

In the next weeks we will share with you more information about the game, its mechanics and art style, but I would like to step back a little today, briefly speaking about the reasons why we decided to make this game.

NantucketTradeCo

Nantucket Trading Company

I’ve been a huge Moby Dick‘s fan since the first time I’ve read the book, when I was seventeen. It was the Italian edition, translated by my fellow citizen Cesare Pavese (if you want to read the book in Italian, you HAVE to pick this version). What can you say about Moby Dick? I mean, it’s Moby Dick, there are too many things to say, but I will just focus on the picaresque aspects of it.

G.A. Harker: Don Quijote de la Mancha

G.A. Harker: Don Quijote de la Mancha

I know, Moby Dick is not a picaresque novel, but it shares with that genre the deconstruction of social and cultural boundaries of the time it’s speaking about. In picaresque novels was the feudal world collapsing under Enlightenment’s bell tolls, in Moby Dick it’s the industrial world falling in pieces.  On this Moby Dick was so ahead of its times to be considered an early postmodernist book.

And what about Ishmael? We choose to focus our game on the events after Moby Dick for two main reasons. First of all, because we wanted you to experience a new adventure in a well known setting, sailing the oceans not knowing what’s ahead. Then, because Ishmael is a true picaresque hero, a low class man living on the edge of society and so free to observe and criticize its mechanics and moral customs.

So, using Ishmael words: “Wonder ye then at the fiery hunt?”

Stay tuned.

Mex

18
Nov
2014
News

Picaresque Studio Announces ‘Nantucket’

by picaresque

Logo_Website

Grab Your Harpoon – Moby Dick is Back

We are proud to announce the name of the top-secret title in production since April 2014: ‘Nantucket.’

Set a few years after the story of Herman Melville’s Moby Dick, Nantucket promises to thrust players into the tortured life of Ishmael as he comes to grips with being the sole survivor of both the wreck of the Pequod and the wrath of Ahab. Players – as Ishmael – will scrape what they can from the ocean by exploring, discovering, and harvesting marine life in a 19th century fashion.

“Our goal with Nantucket is to create a compelling seafaring strategy game set in the golden age of American whaling” says Designer and Co-Founder Marco Mantoan, “and Moby Dick embodies the epic and savage elements of that time.”

The game will be available on PC in 2015.

Follow us on Facebook and Twitter for more news about the project as well as our DevBlog for development updates.

12
Nov
2014
News

Welcome to Picaresque Studio

by picaresque

1stPostDevBlogLogo

I know not all that may be coming, but be it what it will, I’ll go to it laughing.

Herman Melville

And with this, Picaresque Studio plunges into game development and madness!

Keep your eyes here for updates about our upcoming game, our personal lives, recipes, novel excerpts, historical anecdotes, development challenges and technical solutions, design and artistic issues, and much, much more.

Welcome to Picaresque Studio!

The Team

12
Nov
2014
DevBlog

Welcome to our Development Blog

by Mex

Dare, and the world always yields: or, if it beat you sometimes, dare again, and it will succumb.

William Makepeace Thackeray

Picaresque [ˌpi-kə-‘resk]: characteristic of a form of prose fiction, originally developed in Spain, in which the adventures of an engagingly roguish hero are described in a series of usually satiric episodes.

I’ve always been intrigued by the word picaresque. It’s that kind of expression difficult to explain in few words without missing part of its meaning, like sehnsucht or – damn, I cannot recall another one. Zeitgeist? Free-to-play? ba dum tss

Anyway, it’s not just a nice word, it’s the one we thought was fitting better with our intentions starting this new adventure, few months ago. Well, I’ve put the definition up there, so I don’t have to explain any further.

Who are we?

We first met working for other development companies, we became friends and…you know the story…so, from now on, we are what you read and see on these pages.

Hope you’ll enjoy it.

Mex