Weekly update 12/20/2013

Weekly update 12/20/2013

Hey Everyone,

Welcome to the final update of the year. We will be taking a couple weeks off to enjoy some time with our families and friends, and to play some games which I will get into later. First lets talk about this last week.

The stone golem for GGP is now fully 3D and animated. He looks awesome, and you can witness the glory HERE.  GGP now has background art as well.

Unity Shifts is coming along nicely. We are in the process of adding the crises deck and updating our backlog now! (super interesting, I know).

Screen Shot 2013-12-20 at 12

Currently there is an error in Shifts that causes retina iPads to not display the settings menu properly. Here is a screenshot to help with that while we get it fixed.

Glitched screen

Over the break we will all be playing a variety of video and board games. Here is what everyone will be playing.

Zach – Hoot Owl Hoot, Minecraft.

Dan – Master of Mana Mod for Civilization 4. He is looking for a new strategy RPG game to play leave a comment below to help him out.

Connor – Hawken, Fallout: New Vegas, Bioshock Infinite, Borderlands 2.

Randy – Borderlands 2, Saints Row 4, Hawken.

Ryan – Borderlands 2, Saints Row 4, Hawken.

Thanks for a great year! Happy Holidays!

The Threadbare Games Team

TGB holiday

Weekly Update 12/12/2013

Hello everyone,

Sorry for the late update. We have been focused on the re-launch of Shifts and the office has been hectic. Without further ado, here is the latest update.


The first Goblin Grand Prix (GGP) Golem 3D render is DONE! Jen is killing it! The next stage is to animate him so that he moves, pushes and falls smoothly.


Linh has been drawing up some awesome concept art for new game ideas. I can’t say more than we have some big things in the works.

Game Design:

We are on to UI testing for our next space based game. A big shout out to those of you who have helped out with this. We could not do it without you.


We have been looking into the best way to do a single player mode for GGP and some pretty neat ideas have come along that should be very easy to implement. We will have more on this next week.


Shifts launched a few days ago, and most, but not all, of our development resources have been directed to making sure that it is functioning as intended. When the game first went live we discovered that the  store was not functioning which ,as you can imagine, caused a minor panic around the lair.

The rest of our resources have been directed at implementing an in app purchase to remove ads from Shifts. This is very important to us after hearing all the feedback from the community. We really appreciate all the support we have and don’t want people to ever feel cheated of a great gaming experience.

Thats about it! Feel free to ask any questions you may have here, or on our Facebook.

Thanks for reading,

Connor Fitzgerrell

Assistant Producer

Threadbare Games

Weekly update 12/2/2013

Hello everyone,

Since we had Friday off I decided to release the weekly update from last week today. Things are progressing smoothly with most of our projects. Here is what everyone is up to:


The first Golem is being rendered and painted as I type this. It is alway exciting to see the progression of a character from concept to finished model and this is one of my favorite stages. Jen is killing it!


Linh has been spending the week engrossed in space piracy and has produced some amazing drawings. Here is a sample:

12-2-2013 2

Game Design:

*Phew* paper prototyping is a long process. Jamie and I spent most of the week creating at least ten different versions of a potential update to the Shifts universe. We know we want it to have more progression in the form of permanent upgrades to your Ship and officers. These will be earned by progressing through a series of openly explorable maps.


Randy and Ryan have been spending the week finishing up Goblin Grand Prix Alpha and we are now day away from a testable product provided everything goes according to plan. Software development is very tricky particularly for games.

12-2-2013 dev

Dan had switched over to helping finish up Goblin Grand Prix but then bugs sprang up in the current version of Shifts and he has been annihilating them like a human Roach Motel.

Thats about it! Feel free to ask any questions you may have here or on our Facebook.

Thanks for reading,

Connor Fitzgerrell

Assistant Producer|Threadbare Games

Weekly update 11/22/2013

Hello everyone,

I have decided to start putting out a weekly update to better communicate with our community and share some of the exciting things happening at Threadbare.

To avoid the wall of text I have broken the update down into several categories.


- Linh has been cranking out pieces of concept art for our new game. Look forward to tons of theme, character, and U.I. pieces in the coming weeks.



- Jen has been finishing off sprite sheets for Goblin Grand Prix and they look great. We should have a playable version ready to test soon!

Game Design:

- Jamie and I have been playing around with the old Shifts design and have created several prototypes that we are testing in house. We know that we want it to be similar to  the old game but have more focus on the map and flying through space.  

Game Design small

- We have also been playing with several themes for the narrative and I think it is safe to say we have covered just about everything from pop culture short of Star Wars.


- Randy so close to a playable product with Goblin Grand Prix we can hardly stand it! As we speak he is loading up the sprite sheets for a samurai golem.

GGP Title Screen small

- We have recently switched to developing in Unity and as our first project Dan is rebuilding Shifts for release on multiple platforms. Yay Unity!d

That about does it! Feel free to ask any questions you may have on the Facebook post regarding this update, only Jamie bites.

Thanks for reading,

Connor Fitzgerrell

Assistant Producer|Threadbare Games

Threadbare Games went to PAX



The Threadbare Games team (well, most of us anyway) went to PAX Dev and PAX Prime. It was fun, exhausting, and informative.

PAX Dev was surprisingly useful given that it was small. Usually I expect a 80/20 split between useless sessions and useful ones. This was closer to 50/50. Of especial interest was a great session on funding from Proletariat Games (spiritual kins to Threadbare) and an interesting (if sometimes rambling) talk from Randy Pitchford of Gearbox. Much to digest.

Prime itself was a non-stop onslaught of overstimulation. I LOVED the indie section; we’ll try to be there next year.

Games I found neat:
- Golem Arcana from Harebrained Schemes (digital/physical miniature game fusion!)
- Zombie Zombie Zombie from Big Fish Fames (great tablet gestural controls)
- The Wolf Among Us from Telltale Games (because, seriously)

The best part of PAX, however, was the late night team conversations we had. As a team of folks new to making games it was really interesting to soak in the world for a bit and realize the vast wealth of things we have to learn.

The adventure continues!

Personal Profile: Connor Fitzgerrell

Hi, my name is Connor Fitzgerrell. I just started here today. The first thing I was asked to do was a personal profile on the blog. Here goes. I started gaming when I was about 4 years old playing my aunts NES and SNES. Duck Hunt and The Legend of Zelda bring back fond memories the way a familiar lullaby does for most people. I got my first game device as a prize from selling Cub Scout popcorn. Yes that Playstation still works today, and is most likely the reason I quit Cub Scouts. Who wants to race little wooden cars when you can shoot your friends with missiles in Crash Team Racing? From there I would spend most afternoons playing Golden Eye, Warcraft 2, Smash Brothers, Mech Warrior 2 and Magic the Gathering, cards supplied by the best big brother anyone has ever had. Then Xbox came out and with it, Halo. I was hooked on first person shooters. Even though I could barely wrap my tiny eight year old hands around that giant brick of a controller.

I discovered PC gaming and Starcraft when I was 10. It had been out for a while and I had herd of it, but never really played it. The ability to create my own game modes and maps was amazing. It was completely responsible for me wanting to work in the video game industry. I guess what I’m trying to get at is that I have been raised on video games, and have loved them longer than I can remember.

Fast forward to the present I’m 23, and just starting to get my feet wet in the industry. When I first met Zach he was not what I was expecting. A laid back guy with earrings and tattoos. The more we talked the more I wanted to be a part of Threadbare. So here I am. My official job is to test the games and communicate with all of you. I’m happy to discuss anything and everything games, take your thoughts and suggestions and pass them on to the team, or just goof off playing forum games. If your looking for someone to discuss or play a game with I’m your guy. I look forward to being your link to all things Threadbare.

Connor Fitzgerrell,


Personal Profile: Cliff “Devinoch” Hicks

Oh boy. The fun of assigning personal profiles to other people means that you don’t have to do them yourself. Right? Right?! *sigh* Wrong.

My name’s Cliff Hicks. I’ve also been known as Devinoch for over a dozen years. I’m the producer here at Threadbare Games. I started in the industry just before the turn of the millennium, and have been working in games in one regard or another ever since.

I started as a gamer in the Dark Ages – back when the Atari 2600 was brand new, and Oregon Trail for the Apple IIe was still a nifty idea (along with digital watches). I lost a lot of time to Zork, and was eaten by a number of grues. Many levels of Lode Runner were played and developed. I still miss Kid Icarus for NES. I played through Final Fantasy VI (or III, as it was originally called in the US) at least half a dozen times. (I remember blowing on cartridges in order to get dust off the contacts…)We played Command & Conquer and Descent via modem when we were in high school. (Yes, this meant the phone line was busy the whole time.) My college dorm floor hosted many a game of Duke Nukem 3D, Quake and Warcraft 2. We were already popular, because our room had both the first Playstation and the first Nintendo64 on campus. I was one of the 1000 original beta testers for Diablo. (You can find my name in the credits!) Yeah, I’m one of those guys.

After graduating from the University of Nebraska-Lincoln with degrees in Journalism and English, I moved out to California and started work for CNet in the Gamecenter division. (Never heard of it? Don’t worry! It’s not around anymore!) For my first year post-college, I wrote about videogames. Previews, reviews, you name it. Ah, that was the life. It didn’t last. From there, I bounced around (a very common thing in the games industry) but I’ve done stints at such venerable game studios as Westwood, Maxis and Konami, and worked for a number of startups such as IMVU and Kabam. I even went back and worked at CNet (this time at Gamespot) for a while longer.

You might ask yourself ‘What does a producer do?” Well, the short answer is that a producer typically wears as many hats as they can. They wear the marketing hat, they wear the designer hat, they wear the scheduling hat, they wear the testing hat, they wear the research hat, they wear the food delivery hat… A producer is practically their own haberdasher (60 points on a triple word score). We do a lot of everything. We fill in for any job we can, and sometimes jobs we’re not great at, just because the work has to get done.

Speaking of which, I should probably get back to work…

45,000 is the new black

Mars_atmosphereSo I was checking out the leaderboards for Shifts, and you people are doing too well. You need to slow it down a little. I mean, come on, save some for the rest of us!

Or maybe you have an ulterior motive? A high score on Shifts might mean you’re qualified to make those though decisions needed for a one-way trip to Mars. Is that the plan? You all want to go on Mars One? (http://applicants.mars-one.com/)

Well, if any of you make it and your ridiculous 40,000+ scores help in your application, send us a postcard!

Seriously though, you guys are killing it, and I’m impressed! Keep it up!

And if you’re new? Get out there and stake your claim!