Archive for the ‘News’ Category

About a Blob on sale TODAY

Tuesday, July 12th, 2011

Hi friends,

Just a reminder to those who have not picked up the game yet, that Tales from Space: About a Blob will be on sale for one week starting today on PSN in North America. The sale price is $10.49 for non-PS+ members, and $7.34 for PS+ members. (Regular price is$14.99)

Grab it now if you haven’t already!

Tales from Space: About a Blob – On sale next week in North America!

Thursday, July 7th, 2011

Hey everyone, Graham here with exciting news.

Sony has invited us to be part of their Summer Sale this year. This means that you’ll be able to pick up the game for half price if you are a PS+ member, and 33% off if you are not. Hopefully you are all taking advantage of your free PS+ period.

Read more about it here:

Tell your friends!

New Co-operative DLC levels available next week!

Friday, July 1st, 2011

Hey all, Graham here to let you know that we’re releasing two new DLC levels for About a Blob next week on the PlayStation Network!

The levels are set in a new “alien planet” environment. While playing through the levels, you will come across puzzles that require two players to solve.

Best Friends Forever

The levels will be available on Tuesday July 5th in the Americas, and on Wednesday July 6th in Europe.

AaB in top 25 list!

Thursday, June 23rd, 2011

Hi all! Just a little update from us. Drinkbox is furiously working away on some exciting stuff as the summer is ramping up here in the office – literally – I wish we had AC. Perhaps the strategy is that we work better at high temperatures? My mouse melted yesterday.

But on to even hotter news – our dear friends at PSNStores wisely decided to include us in their top 25 PSN Stores list! Now, I probably would of given us the #1 position, but everyone to their own. 🙂

Keep that freezer packed with popsicles kids.

You can dress ‘em up but can’t take them out…

Wednesday, March 9th, 2011

Our first DLC is officially out. And yes – it is finally possible to dress your Blob up as a baby pirate (personal fav).

That’s right – now there is finally an answer to the much pondered question “why the hell are there blue points to collect?”. To improve your speed run times. Yes, true, but NOW you can also use those blue points as currency to buy wicked skins for your Blob’s head, eye, nose, ears and body.

Perhaps you’re feeling a bit super trooper?

Or perhaps a bit humphrey bogart?


How do you get in on this awesomeness? Basically log onto the TfS:AaB, get the automatic update, and you too will have access to the Skin editor in the main menu. Customizations and Accessories! w00t


Friday, February 25th, 2011

Yes you read right! Everyone knows about the awesome puzzles, cool art style and internet meme references across the game, but only a few people know that the DrinkBox team is also scattered across the levels!

Ryan MacLean A.K.A "The Dude"

Alex Smithers - The 'Goop' Factor

Graham Smith, Gaming Virtuoso

Chris "HarveyTime" Harvey

with Chris Stewart as the Lumberjack

Mayuran Thurairatnam is the "Sri Lankan Stud"

Chris "What are you guys up to?" McQuinn

(Blue)Shel-don Laframboise

Steph "Omelet" Goulet

and yours truly, Augusto Quijano

I had soooo much fun doing art for this game (the art style rocks!), especially when the art department is 2 people (Steph and me) because you get to do a lot of (stressful) exhilirating things. One of such tasks was designing odd-looking characters to populate the levels, and I didn’t need to look far for those…
The characters are built and animated in Flash. First I did a couple of generic templates with the animations and then started to do variations on that design (mainly color and face shape) so a couple of pulls & pushes to the vectors and boom! you get a DrinkBox Dev… or a random hill billy (it’s a fine line).

Tales From Space: About a Blob Launch Party

Tuesday, February 15th, 2011

Hey all, Graham here. On Friday Feb 11, we held a launch party in my building’s party room.

Despite the building losing power for about an hour, and eventually getting kicked out by an angry security guard, the party was quite a success! Or maybe it was a success because of these things?

Thanks to Fiona for Organizing everything! Also thanks to Sam who provided the Tunes and the Blob Cake, and most of these photos!

Drinkbox Press Mentionings – Week Ending Feb 13, 2011

Sunday, February 13th, 2011

The game launched in America, Europe, and Australia this week, and there’s been a lot of press!

Game Informer (8.5/10)
Smashpad (8.5/10)
Joystiq (3/5)
IGN (8/10) (8.5/10)
Eurogamer (8/10)
And finally, we got a brief spot in the Electric Playground’s Sonar
Overall, we’re very happy with the reception of the game. Thanks to everyone for playing!

How the Heck Did They Do It? (Art Edition)

Friday, February 11th, 2011

Greetings, tasty earthlings.

Today’s bloggitty blog will focus on the delicious eye candy that is our game’s art. (written in a completely UNBIASED point of view by me, the Art Director / texture artist / level artist / UI designer / graphic designer / ladies man)

We’ve already blogged about the progression of the art style, but how about how it’s actually all slapped together and ends up in the final game? No, contrary to popular belief, we don’t employ and army of well trained macaques to assemble the levels by hand out of cardboard, banana skins, and feces. The art is actually created using the wizardry of the Photoshops, the sorcery of 3D Studio Max, and the devil witchcraft of the DrinkBox Engine.

So here’s an example of how a level looks in 3DS Max before it gets art-ified. To you it may look like just a jumble of nonsensical lines and shapes, but to ME it’s a mess of illogical edges and forms.

Export of level from Game Editor viewed in 3DS Max

After coming out from hiding under my desk for several hours, petrified of the daunting level in front of me, I get to work. Like a masterful painter, the 1st step is to lay down broad strokes. In this case; it’s figuring out what will be made of ground, or grassy outcrops, or buildings and other structures, and then creating and applying broad textures to large polygon shapes to cover as much space as possible.

Level filled in with "Broad Strokes"

After countless back and forth play testing and adjusting, and play testing and adjusting, and play testing and adjusting, the art is locked down for the final spit polish. This is where all the purdy little details get added. In this case, it’s all the fun little bits like the windows, fire escapes, trim details, tufts of grass , and hilarious billboards and signs.

Level filled in with more details

Even though the game is essentially a 2D side scroller, it’s actually built in 3D in order to get that slick n’ flashy sense of depth and parallax. Think of it like tediously stacking and sorting thousands and thousands of cut-out paper shapes till your eyeballs bleed and your brain explodes……..I know that’s how *I* saw it 😛

Level split into 3D layers

And here is the final art imported into the DrinkBox engine with all of the final in-game objects, enemies, characters, point pick-ups, lights, and pixie dust added. No, you haven’t died and gone to heaven; it just LOOKS that way.

Final level viewed in the Drinkbox Game Editor

Game is Launched!

Wednesday, February 9th, 2011

Hey all, Graham here.

Just a quick note to say that the game went wide release in the Americas last night, and should be showing up in the European stores sometime today. Try it out and let us know what you think!

Also, be sure to follow the Blob on twitter @AboutABlob. He’s had a lot to say lately.