14 days to release & Who is Jonas Kjellberg?

jul 25, 2012
Kind reader, my name is Jonas Kjellberg. Being often referred to as the bastard child of the bunch, I am not a part of the company per se. Even though the Talawa family may have grown accustomed to my ways and somewhat even enjoy my presence, much like in real life I will always be seen as the outsider. But do not pity me. For I am the composer Talawa deserves. But not the one they need right now. I mean, the game is finished after all.
I am a composer and sound artist by trade, you see. Currently studying Electroacoustic composition at the Royal College of Music. One could say that I sort of squeezed myself into this project halfway in. I came across a video from an early build and said to myself: ”I’mma work on this here game”. I mean, look at it. It looks awesome. The setting and environments are perfect for electronic music. I tried my best to create a sound world that felt fresh and original, staying far away from the hashed out blipblop stereotypes that are usually associated with games (especially those involving robots). This resulted in about  50 minutes of new music, with a lot of focus on ambient textures combining the mechanical and organic elements found throughout the game. Aside from music I also assisted in designing some sound effects.
To me Unmechanical is like the neighbors puppy that you get to take care of every once in a while. You see it grow and get more attached to it every day. Being my first commercial game, Unmechanical was a great learning opportunity. I thoroughly enjoyed working with the others and am very proud of what we together have created. We love our puppy. So will you.

[ Soundtrack to be released on August 15th on Spotify, Bandcamp and all major digital retailers ]


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16 days to release & Who is André Axrud?

jul 23, 2012


I’m André Axrud and I’m a co-creator and designer for Unmechanical, at least that’s the description I tend to give upon questioning as it tends to give the most accurate account of my involvement.

I’ve been designing interactive experiences for the past few years, but it’s only now with Unmechanical that I’ve actually have had the means, talent and (most importantly) the people to head into something that goes beyond simple prototypes, ideas and failed attempts. To keep the subject on me, I can say that the path I’m currently treading on is to see where I can take mechanics and narrative, all while I never stop working on my own design “foundation”. Well, let’s call it that for lack of a better term but it’s my desire to improve myself if anything.

My duties for the production of Unmechanical have been in a myriad of different positions, everything from gameplay design, level design, puzzle design, narrative design to the creation of the menus have all been parts I’ve worked with. That and suffering through Joachims multiple lectures about the blasted geometric shapes that his fascination has no end with. So if anyone wonders why there are so many dodecahedrons in the game, it’s his fault.
At least I manage to use some as junk…

To end my personal space I wish to openly say that Unmechanical is indeed a very special creation for me. It is my very first commercial creation, but more than that it’s our disputes, our suffering, our sacrifices, our victories, our innovation, our creativity, our pride and so much more that have all been poured into a digital form. It truly was a task that is as personal as it is splendid when you have such fabulous people around you. It’s also special as I can reflect myself in our creation; see where I won, where I lost, where I faulted and where I innovated. Too me it will forever be incomplete garbage and the most wonderful creation to have blessed the earth.
Until my next creation is done I guess.

Now I shall ask you to heed my words and stop reading as you head into your nearest digital distribution service and fearlessly pre-purchase our marvelous little creation of digital magic.
Pretty please?


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