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Category Archives: General
Political Puppets in BigHead BASH
Our newest brand of toys brings you Obaminator, Bushwhacker, El Rominee and St. Pauli.
These guys are sure going to set the matches on fire…
Get your politician out to play and BASH the competition!
Alice IN BigHead Bash
Greeting folks, I’m here to drop some exciting news. First, I want to say thank you for playing BigHead BASH on Kongregate right now. Continue reading Alice IN BigHead Bash
“BigHead BASH” Open Beta on Kongregate
Everyone at Spicy Horse is very excited to announce BigHead BASH is now in Open Beta on Kongregate!
Who’s up for some free-to-play BASHING action?
Time to get of the farm, stop counting cows and start collecting exclusive toys and weapons! This is the first of three new titles Spicy will release in 2012 – all of them designed to push online gaming to new heights of quality and fun.
Like collecting things? You can get Mr. Destructoid and his Rooster Launcher, or if you’re in a more gentle mood, Nurse Tacky and a Chainsaw. Monkeys, lasers, robots, pirates and more! BigHead BASH is where your toys go to play!
New toys and weapons will be launched every two weeks, with exclusive posters and wallpapers on our website and Facebook page.
Check out www.bigheadbash.com and join the fun!
UPDATE: The kind folks over at Destructoid have covered the Open Beta story here.
“Best Art Direction” for Alice: Madness Returns
MSNBC Tech has awarded Alice: Madness Returns a “Best Art Direction” award for 2011. Alice had some serious competition for the honor, going up against some of the year’s biggest and most beautiful games, including:
* Rage
* Batman: Arkham Asylum
* El Shaddai
* Skyrim
Landing this prize speaks volumes about the continued rise in high-quality AAA game development being seen here in China – and specifically in Shanghai. For years, Western developers and publishers utilized China as their outsource art asset factory. And over time the artists, animators and modelers here increased their capability and creativity – with a game like A:MR being wonderful testament to the sort of surreal, imaginative and detailed work the Chinese game industry is now capable of.
Large-scale AAA console games often spend 50% or ore of their budgets on art alone. Alice:MR was no different. Of a 65 person internal team, nearly half were working on “art” (animation, 3D, concept, effects). Another 45 artists spread between 4 different outsource studios contributed the bulk of 3D asset production for the game. This “near sourcing” of 3D asset production meant we could outsource 98% of all 3D artwork for the game to local outsource teams.
Not only did this model produce impressive results, it was reliable, cost-effective and creatively engaging for all involved. Geographic proximity meant that the outsource teams felt like a true part of the larger art department. And one of the shining examples of effeciency and creativity was outsource shop “China West Coast“.
Kudos to Spicy Horse’s internal art team must be shared with outsource groups like China West Coast. Without the seamless and effective integration of the internal and external art pipelines – and the beautiful work being produced by all – the game would never have attained placement among the year’s other AAA titles.
Awesome work by all involved. Thank you, Spicy Horse art team and all the outsource groups like CWC who did the creative heavy lifting!
If you’re interested in using CWC on one of your AAA projects, you can learn more about them HERE.
Bigger Budgets != More Quality
Read on gi.biz today of an interview with Romuald Capron, COO at Arkane Studios of his views on budgets and team size as they relate to the creation of quality games. He says of smaller teams and outsourcing,
“I think that’s a good way to maintain reasonable budgets, and I think a lot of companies are coming round to this way of working right now,” he continued. “They’re realising that having 200 people in a studio – okay, it can work for ten months of scheduled development, but is it the way to make a triple-A game?
“Maybe they could re-organise and say, okay, let’s keep to a three-year schedule again, but with less people – and more polishing at the end? At some point I’m not sure the markets can follow as fast as the development costs.”
From where I’m sitting it’s great to hear solid developers touting a method of production that we’ve been utilizing at Spicy Horse for the past 4 years. All of our 3D asset production is outsourced (nearly 99% of it) to nearby outsource shops like China West Coast and Nuke. These guys become a virtual extension of our team (greatly benefiting from the fact that we’re all in the same city) – allowing us to produce and wrangle content like a 150+ person team while maintaining an internal core size of less than 65.
There’s a lot to be said for simplicity in production teams – higher communication, accountability and quality output being the three most obvious benefits.
As 2nd-hand sales and piracy continue to threaten the viability of larger-budget games, this sort of thinking will become more and more critical to publishers and developers alike – the simple fact is that cheaper games (which maintain AAA quality) are better able to survive the drag placed on them by things like 2nd-hand sales and piracy.
Read the full article HERE.


