In a distant future, a planet undergoes a cataclysm of epic proportions, resulting in two 'shards' spinning around each other, anthropomorphic mutants being created, and a loony red-head waking up in pajamas, in the middle of somewhere, struck with amnesia, but with sharp wits and a quirky sense of humor...
There is also blue cat, a giant head in a green, luminescent solution and talking animal gods.
Antistar was my first major project - a 3D adventure/platform game; a labor of love - a game for which I created environments, characters, animations, and my first game engine.
To the 50,000 players who downloaded the game, I promised a sequel.
Since its inception, Antistar was meant for a serial format. By mid 2018, I'm hoping for 4 'books' or 'tomes' (four games, if you will have it this way). Chapters are released serially, like watching a TV series or anime.
This approach is to-the-point; I'm not promising you the moon then stewing a jade rabbit for two years.
Your rewards: be a part of it
Partaking a fictional world is a privilege; the best rewards on this page aren't about what you get; they are about what you give: send me your mementos, secret messages, paintings, ideas, home-made cupcakes, and a picture of your favorite pet.
Some believe that an author should originate all their work; I believe in serendipity.
Play, or watch
Antistar is a story set in a fictional universe. In the long term, I hope to bring such worlds to life. The computer is a logical choice (alternatives: bio/mechanical engineering).
Patrons may prefer to "sit back and enjoy the show" - so, you can discover the story through short videos (ideally, a few minutes every week, but we're not there yet). This works well because the experience is immersive: Antistar feels halfway between reading a manga and watching an anime.
For a long time, I've been tweeking formulae which are the conceptual equivalent of literati painting (also known as sumi-e, 水墨畫, 墨絵, ...) - not creating ink-wash paintings, however.
The aim [is] not to depict nature realistically [...] but to [...] “satisfy the heart.” [We speak] of “borrowing” the literal shapes and forms of things as a vehicle through which [we can] “lodge” [our] thoughts and feelings (from the C.O.M, here)
Initially, the project re(started) like more experimental pieces I made such as Afterlife or the Birdman delusion.
I realized that this approach would not work with Antistar. Instead, I commission guest contributors to create art for the project, inviting them to explore quick, expressive forms; hoping to discover their art instead of directing their efforts.
Today I am very grateful that other work I do can fund the project. Production falls approximately 700 dollars short every month, but the project can live with(out) it.
- Liking and sharing my page on Facebook is somewhat helfpul.
- Getting the game via early access (first chapter is playable) is helpful
This project will thrive with two or three thousand committed backers. If you watched the trailer, or, know that I need your support to make it happen - without you, its future is uncertain.