Bohm is the kind of game you want to play before you go to bed. A simple and pure experience where you control the life of a tree. It’s a game based on slow gameplay, the act of creation and discovering how beautiful and rewarding these simple processes can be. Bohm is not about winning, but about letting yourself get carried away in an aesthetic and auditory poetic experience. An interactive homage to the beauty, slowness and peace of nature.
In this project, our main responsibility was to enable Monobanda and Claynote to realize the concept of Bohm. We actually started the project with only a couple of pages with information outlining the general idea of Bohm. Our first objective was therefore to ask and listen and find out about all the crazy ideas and endless possibilities. This resulted in a clear understanding of what was truly important.
It turned out, for example, that the tree needed a significant amount of detail to look good. In order to achieve this we ended up creating a custom rendering system that was able to visualize a highly detailed tree with thousands of leafs and complex materials. On top of this, Monobanda also wanted to set a specific artistic mood. This lead us to extend the rendering system with a number of post processing effects that are able to change the look and feel of the scene in real-time.
Another very important aspect was that the concept of Bohm was never complete or finished. As a matter of fact, the only way to find out if something “works” in these kinds of project is to try them. In order to allow rapid prototyping of gameplay and graphical styles we developed a custom editor. This editor allowed Monobanda to change almost every aspect of the game and immediately see and test the results. This made their work much more efficient and satisfying.
Following the international success of Bohm, we are happy to bring the news that we will extend our collaboration by starting a new game studio together. The combination of Monobanda's creative mindset and our technical know-how has proven to be a recipe that deserves further exploration. Our first focus will be on publishing Bohm, followed by other exiting projects.
Bohm is one of 30 games that have a shot at winning the prestigious IGF Audience Award. Care to help us win this award? It would mean the world to us! We already cast our votes... now it is your turn: http://www.igf.com/audience.php
Yesterday we heard the exiting news that Bohm is one of the finalists for the Independent Games Festival (IGF) Nuovo Award 2011, which is the top video game art prize. The winner of the award will be revealed at the Independent Games Festival Awards on March 2, during the Game Developers Conference 2011.
Yesterday, our good friends of Monobanda presented Bohm to the general public for the first time at Gamelab in Amsterdam. The first reactions were overwhelmingly positive. During the next couple of weeks Monobanda will continue showcasing Bohm at different locations. To keep you up-to-date about how Bohm is doing in the news, we added a "featured" section to the Bohm page.
Claynote is specialised in composing adaptive music. They will be responsible for design the sound effects and music to make Bohm a complete experience. To make the life of Claynote as easy as possible, we will extend the currently developed Bohm editor with specific adaptive audio features.