![titanic honor and glory demo optimizing titanic honor and glory demo optimizing](https://64.media.tumblr.com/23671837c2d9200c9caf65534774d892/48505734bf6b9316-9a/s1280x1920/3c61926c3a6490e430172e554b72beb2d0028c6a.jpg)
The transition from Land of the Scurvy Dog to Captain’s Tail was not an easy one. Looking back at the comparison between Land of the Scurvy Dog and Captain’s Tail, the effort everyone put into improving and working hard really does show.” “Camera, controls, and the feel were all a bit ‘off.’ Still, people seemed to like it when they played it, and we thought there was potential.
![titanic honor and glory demo optimizing titanic honor and glory demo optimizing](https://64.media.tumblr.com/6daf5a421ab3339dbf007e0c7d9590c6/tumblr_pyv9v4DaOW1rnh1c7o2_1280.jpg)
“The prototype was not, however, without its flaws…,” says Jolkkonen, reflecting on their college project. What they found was a scurvy dog waiting for his return to glory. Struggling to find the right idea, they looked back to their college days for inspiration. This is a common practice in indie circles–doing animation, design, or narrative work on other games, films, commercials, or software to earn extra income while working on their own projects. To keep themselves afloat, they took on contract work from outside studios. Early on we learned that working with like-minded people is a lot more productive and efficient than trying to work with more difficult people, no matter how skilled they are.”Īfter university, the team began brainstorming game ideas and expanding them into prototypes. “Serafima and I were together in almost every student project and we sort of ‘iterated’ on different people and stuck with those that we found good chemistry with. “I think we were about five projects in when our group more or less solidified into what later became Biting Mascot,” Aaltonen said. We figured this would be a team with which we could get the demo done, and were hoping that eventually we could expand the team size to accommodate a larger scale project.” Jolkkonen describes the group: “There were six of us when we formed the team: me, Toni, two graphic artists and two programmers. This was the project that first brought the crew that would become Biting Mascot together. They uploaded this early build of the game to their Itch.io page (which is still up and playable today). “cutesy pirate corgi” was the protagonist not of Captain’sĬaptain’s Tail began life as Land of the Scurvy Dog in 2016, a prototype made while the team studied at Kajaani University. “When we started to play with the idea of becoming a more permanent and established group of developers, our cutesy pirate corgi was constantly on the table,” says Jolkkonen. Jolkkonen would become Lead Producer of the Captain’s Tail project, getting the project started and pulling the team together. The other half of this early iteration of Biting Mascot was Serafima Jolkkonen. Their work included a little bit of everything. Later officially credited as Lead Designer on Captain’s Tail, Project courses during our studies,” said Toni Aaltonen.Īaltonen was part of what would become Biting Mascot from the start. School was very practice-oriented and we started having projectĬourses from the very first year and in total we had about eight In 2018, the young developers were newly minted graduates of Kajaani University of Applied Sciences, a school that was dubbed the best university of applied sciences in the country by Finnish newspaper Talouselämä in 2011. The team at Biting Mascot chose to walk away instead. Yet despite a solid demo, a college-educated group of young developers, and talks with established publishers, Captain’s Tail never saw the light of day. They were finding success in their search for financial backing and had grown a cult following from what they’d shown of the game thus far. Their game, a whimsical 3D platformer called Captain’s Tail, never got the chance to be the huge hit they’d hoped it would be–not yet, anyway.Īfter releasing an outstanding demo for the title in 2018, things were looking up for the team. You can be forgiven for never having heard of Biting Mascot, a group of young indie developers in Finland led by Serafima Jolkkonen and Toni Aaltonen. It might be unrealistic, but who among us hasn’t had unrealistic dreams? The folks at Biting Mascot know that better than anyone. Create your first game, ship it on your own, sell loads of copies, and become the next success story.
![titanic honor and glory demo optimizing titanic honor and glory demo optimizing](https://1.bp.blogspot.com/-Jk_zriPUlHY/XgDoATi0ElI/AAAAAAAAAAc/WERSDVhEbVITspdrNuAVNPAvfvv3oFH9gCLcBGAsYHQ/s1600/HighresScreenshot00007.jpg)
![titanic honor and glory demo optimizing titanic honor and glory demo optimizing](https://i.ytimg.com/vi/OKD4fjHIPk4/maxresdefault.jpg)
For indie developers, the dream is typically to remain independent.