The Journey to Transmedia
Have you ever wondered what a comic, animation, or video game production is like?
Our journey to develop a transmedia product with the Beyond Badr IP has been a long and arduous effort. Creator Kelvin Ali explains some of the production efforts.
“We originally started flushing out our video game creation back in 2012 and struggled to get consistent quality from global asset creators. One of our hardest challenges was finding production houses that could actually deliver what they promised. High-quality poly counts for AAA assets vary and we had to pivot in early 2020 with our 2D production assets and thus created the initial narrative for an animated production in development. As we have been honoured with the task of creating a high-quality next-generation console game, the road to understanding all of the technical competencies, soft and hard skills are perpetually being developed.
Assets age very quickly and we’ve learned a lot about what a console consumer expects, so we will keep producing the best experiences for our consumers and fans as economically feasible. Video games are expensive high-risk productions that require hundreds of people working on the total experience creation in the world of AAA. Even a small app production can involve dozens of collaborators, so I think a lot of the value is unknown when people see ‘free to play models’ or compare value for a product with a retail cost debut for $60+. One failed production can kill a studio, so reliable talent is critical.
There are a lot of touchpoints to making a game experience and when you add uncertainty and scarcity to the mix or creation environment in a studio setting, the toil it creates within the mind of creators can be perilous. I communicate to all of our in-house development talents to exude Ihsan (excellence) in all that they do. If you do not love the process, you will never appreciate the rewards if you do have a successful title.”
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