I can't remember when or how exactly this came up, but at some point I started pushing for us not to show Fatal Theory at PAXAUS. It was an unusual move in hindsight: we only had one game at that point, we'd just finished it, it was a reasonably safe bet for the con.
For us, this whole PAXAUS shebang kicked off at a fairly innocuous "show and tell" event organised by the IGDA Sydney branch. The usual fare for IGDA Syd was a monthly event called "Beer and Pixels," held at a pub where local devs would commandeer desks to set up laptops or other tech to show off the latest build of their game. Playtesting and networking, basically.
Holy sweet mercy, PAXAUS is only TWO WEEKS AWAY! That's both terrifying and exciting for us, but hopefully for you it just means HYPE! We've been coding up a storm back at 2 Hit Studio headquarters and the game is really starting to take shape, and now...
Hey all, Matt here to deliver another post on some of the art we make here as part of the game dev process. Today is the big booth art piece that will sit behind us shortly at PAXAus. So let me walk you through the process.