Alessio Giustarini – Mediashake, 2019 Team
Tranzfuser Project Description
A hardcore 2D pixel art rogue-like inspired by our love for the pioneers of the genre.
Our ambition was to up the ante, creating a game for the hardcore audience who want a real challenge
As you learn how to explore, fight, discover and craft, keep in mind that Project: S.A.M. does not have infinite resources. And if you spend too much during en excursion, it might be your last.
MediaShake in 2019
Tranzfuser 2019 Teams
Quick Q & A
If you could turn the clock back, would you do anything differently?
If I could go back with all the knowledge learnt during Tranzfuser, then definitely. Although, most of the changes would relate to the way I was programming and setting up the project. Retrospectively having a smaller scope content-wise would have also benefited us. Having said that, changing any aspect of the experience wouldn’t allow us to learn those lessons and ultimately thrive from them.
What made you want to take part in the competition?
Maciej and I had the opportunity to work on our project before Tranzfuser at UCA Farnham.
After graduating, in an incubation project run by our course leader, we were introduced to Tranzfuser by him as another opportunity to further our goals, not only with the project but also for our personal formation.
Why should the up-and-coming game dev talent of tomorrow apply to Tranzfuser 2020?
Throughout the whole process of Tranzfuser, from the application to the EGX event, through all the mistakes done and lessons learnt, I don’t think we could have gone through a better experience to prepare ourselves for the future. The professionalism of all the staff and the organisation, whilst still being welcoming, is the perfect transition between the university and the professional world.
What benefits did Tranzfuser bring to your game dev career?
Knowing that we could work on the project during the summer period and the clear goal of presenting at EGX, together with the help and support of everyone involved, allowed us to hone our skills and deliver the best game we could.
On a personal level, the EGX experience also set the base for what will be my first job in the industry, after finishing with Project: S.A.M.
What are you doing now?
Since being selected as one of the teams that would receive further funding, we have been hard at work developing and finalizing Project: S.A.M. During that period we also enhanced our social presence, even launching our own first Kickstarter.
Right now, we are getting ready to put a free demo of the game on Steam for everyone to play.