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#Rex Crowle
pedroam-bang · 3 months
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Return To Monkey Island (2022)
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fancypantsrecords · 2 years
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The Daniel Pemberton TV Orchestra - Knights And Bikes Official Soundtrack Album | Fangamer | 2022 | Orange
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piuley · 2 years
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🎨 Fanart: The Secret of Monkey Island
🇬🇧: I’m so hyped about #ReturnToMonkeyIsland that I wanted to pay a little homage to both one of my favourite video games since a child and Rex Crowle’s art style! So thrilled about the new game!
🇪🇸: Tengo tanto hype por Return to Monkey Island que quería hacer un homenaje a uno de mis juegos favoritos de la infancia y al nuevo estilo de Rex Crowle. ¡Qué ganas de jugar a la nueva entrega!
🏴󠁥󠁳󠁧󠁡󠁿: Teño tanto hype por Return to Monkey Island que quería facer unha homenaxe a un dos meus xogos favoritos da infancia e ao novo estilo de Rex Crowle. Que ganas de xogar á nova entrega!
🎨: #Procreate + #iPadPro2020 + #ApplePencil
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malvarezart · 1 year
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Fanarts: Monkey Island
Return of Monkey Island is out on PS5 & Xbox Series X! These are two of my fanarts of the two original games covers I did inspired by the new art style from Rex Crowle. Hope you like them both!
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linuxgamenews · 2 years
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Return to Monkey Island adventure to evolve onto Linux
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Return to Monkey Island comedy point and click game is due to get native Linux support after Mac and Windows PC. Due to recent details from Ron Gilbert on behalf of developer Terrible Toybox. Releasing today on Steam. Terrible Toybox and Lucasfilm Games offer a new episode of Guybrush Threepwood's amazing adventures. The return of this epic saga is full of mystery, romance, and lactose intolerance. Return to Monkey Island is due to hoist the Jolly Roger high on September 19th on Mac, Windows PC, and Nintendo Switch.
Works on Proton and a pure Linux version is coming soon after. Pre-order it for the horse armor and you'll magically get it when it's ready.
— Ron Gilbert 🙈🙉🙊🏝 (@grumpygamer) September 16, 2022
While this will not mean a day-one Linux release. It does clearly indicate that a native Linux version is on the way, "coming soon after". Finally, after the many requests in the Steam Forum.
Return to Monkey Island | Gameplay Reveal Trailer
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Return to Monkey Island is a unique point and click comedy adventure. A tricky reveal of Monkey Island's incredible secrets leads Guybrush Threepwood, fearless hero, on a new adventure. Who is also a leather jacket salesman and mighty pirate. Now due to take on a vivid new adventure across the Caribbean. All ready to unravel this elusive mystery once and for all. The game would not be complete without its old companions (and enemies) in misfortune. But while Guybrush and the infamous LeChuck will certainly find themselves battling on the high seas. Now, a new pirate crew could well come and spoil the party. Find the funny new misadventures of Guybrush in Return to Monkey Island. Written by original series creators Ron Gilbert and Dave Grossman. The amazing universe of this legendary series is reborn under the brush of Rex Crowle. Who is also known for Knights & Bikes as well as Tearaway. While some of the original voice actors and actresses are back. Which will also offer new easy to use controls, accessibility options, and even a few jokes. Be sure to Wishlist Return to Monkey Island comedy point and click on Steam. Coming first to Mac and Windows PC, then Linux.
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aadrawings · 2 years
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Rex Crowle's art for today's PC Gamer magazine.
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spiritgamer26 · 2 years
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[CP] Return to Monkey Island à l’abordage du Nintendo Direct
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Terrible Toybox, Devolver Digital et Lucasfilm Games ont jeté l’encre le temps d’un Nintendo Direct pour dévoiler un de leurs trésors : les premières images de gameplay de Return to Monkey Island. Les marins d’eau douce vont pouvoir analyser tout ça en détail au travers de leurs hublots anti-buée !https://www.youtube.com/watch?v=p3mxq44HhnUL’intrication complexe des célèbres secrets de Monkey Island conduit Guybrush Threepwood - héros intrépide, vendeur de blousons en cuir et pirate puissant - à embarquer dans une nouvelle aventure flamboyante à travers les Caraïbes, déterminé à lever le voile sur cet insaisissable mystère une bonne fois pour toute.Un retour à Mêlée Island ne serait évidemment pas complet sans ses vieux compagnons (et ennemis) d’infortune, mais tandis que Guybrush et l’infâme LeChuck se retrouveront certainement une fois de plus à batailler férocement en haute mer, un nouvel équipage pirate pourrait bien venir gâcher la fête.Découvrez les nouvelles mésaventures hilarantes de Guybrush dans Return to Monkey Island, écrit par les créateurs originels de la série Ron Gilbert et Dave Grossman. Le visuel épatant est signé Rex Crowle (Knights & Bikes, Tearaway) tandis qu’une partie des comédiens et comédiennes de doublage originaux sont de retour. Return to Monkey Island offre de nouveaux contrôles intuitifs, des options d’accessibilité et même quelques blagues. Return to Monkey Island sortira sur PC et Nintendo Switch en 2022.
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scoophot · 2 years
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Return to Monkey Island's art director talks inspirations and expectations
Return to Monkey Island’s art director talks inspirations and expectations
Did you miss a session from GamesBeat Summit 2022? All sessions are available to stream now. Watch now. Rex Crowle solidified his striking art style with games like Tearaway and Knights and Bikes. Now he’s serving as art director for Return to Monkey Island, the revival of the classic, pirate-themed adventure game series. I had a chance to talk with Crowle about his love for the Monkey Island…
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tearawaygame · 7 years
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There's only a few more days to enjoy Tearaway Unfolded on PS Plus, so be sure to download now and begin your papery adventure before it's too late! <3
Here's a special blog post from our very own Rex Crowle, Creative Lead on Tearaway, where he shares a selection of unseen concepts that helped shape the game into what it became!
https://blog.eu.playstation.com/2017/03/31/7-unseen-concepts-that-shaped-tearaway-media-molecules-brilliant-papercraft-adventure/#sf66987562
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ozfactsblog · 4 years
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Knights, bikes and tearaway art with REX CROWLE
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Development story
Okay cool the game I’m gonna be talking about today is ‘Tearaway Unfolded’ it’s a adventure single-player platformer by Media Molecule. 
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https://www.bing.com/images/search?view=detailV2&ccid=RTPU7EbM&id=527BF3A4CFA2121CAAAE71618C5DB0B423C8D50E&thid=OIP.RTPU7EbMvKWGY7F5naSPEQHaJV&mediaurl=http%3a%2f%2fimages.pushsquare.com%2fgames%2fps4%2ftearaway_unfolded%2fcover_large.jpg&exph=756&expw=600&q=tearaway+unfolded&simid=607999392952157973&ck=A2C384EDC89140E049C629CBAFE704A3&selectedIndex=131&FORM=IRPRST
Very similar to the other hit series of games ‘Little Big Planet’ this game looks as if straight out of a arts and craft project but this game is purely made form paper. And defiantly made one in the process of creating its final look.
But before I get into it, I’ll tell you a little about this games history and why we have this version today. The original also know as the Vita version just ‘Tearaway’ was a PSVita exclusive and was made in 2013, it was supposed to feel like you were a god helping and controlling the world in this handheld console.
Sadly in the making of this game they had to remove and scrape a bunch of really good ideas and concepts because it wouldn’t come across how they wanted with the tech they had at the time. This game still had a great public reception and did really well. Overall still a successes.
Then the DualShock controller came out with the PS4 and this gave Media Molecule their first ever play with this new tech. This was just what they needed to make the Tearaway they wanted in the fist place.
And this I one of the things I like about this game is they really just went for it and made a new version of the game, fully saying that it was a remake and they just wanted to make the first better. I love to see when people know they can do better and just go for it.
Now with is this new tech and controller and the plot they really make you feel as if you and your controller are a vital character in this game. As they described it “getting your hands really into their world”. With the DualShock touchpad like feature I really feels like you true make the defining actions with in this game. And I believe that their main focus was to use this new controller to it maximum potential. 
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https://www.bing.com/images/search?view=detailV2&ccid=4BG%2bj38d&id=7E5DC081B097D3911A1AEB66DB935302A1C53168&thid=OIP.4BG-j38dSDqmEfCKjS2HZgHaEL&mediaurl=http%3a%2f%2fwww.gaming-age.com%2fwp-content%2fuploads%2f2015%2f09%2ftearaway-unfolded-screen-3.jpg&exph=338&expw=600&q=tearaway+unfolded+light+controler&simid=607999298471726362&ck=45C2605BDA582F648F506850D22DA713&selectedIndex=14&FORM=IRPRST
So, who actual work on this…
Well their Designer was Rex Crowle,
And their Composers Kenneth C M young and Brian D’Oliveira
The purpose of this game was to be a retelling and one of other reasons why was Rex’s idea had to fit in the console they were making it for, his vison had to be simplified which really for any designer to hear. But with the PS4 bigger and better storage and running capacity meant they could use old level designs and plot points. They could get down the world the want from a different perspective. This made everyone working on this game overall a lot happier and exited.
Although, now that the screen was bigger, and they had more power they took the painstakingly long way to make this game just so it would be more accurate.
In an interview with Rex answering the question How much paper did you go through making Unfolded? They states that,
“Our Engine Programmer, Mark; he actually has the number of how many sheets of paper there are in the game. I think it's fairly close to a million. I can't remember how many folds, but everything we make in the game, we actually do make out of digital sheets of paper in our editor before folding them in the worlds, which is kind of a time-consuming, pain-staking way to build a world, but it's more honest to it.”
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This was so when you and the hero walk though this world the paper would fold and create itself when loading in. But is also said that the design crew has hand made with real paper a lot of the assent in the game as well as each character design. This was so they knew exactly how that paper was supposed to fold. The amount of effort to just be “more honest to it” blows my mind.
Now for all the individual animations like the little sway you do when stopped all the way to the characters blinks and eye movement this was done in ‘Max’ and the rendering for all the ads and when creating all of the characters and world they used ‘Blender’. Now I thought that was cool, but I found out that they had issues that were solved. But they had issues getting ‘Max’ and ‘Blender’ to work together and the only reason these to programs where used was that two different sets of worker were confident they could get the look they were looking for in these programs. After finding out it was a matter of how the were transferring files they got this game read to go in the span of 2 years.
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pes2019patch · 4 years
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I admire what Flick Solitaire is doing. It isn't doing anything radical like reinventing solitaire, because why would you? But it is trying to shine a light on some interesting people and things.
Flick Solitaire does this by using decks of cards created by different artists. There are pixelated decks, there's a cool comicky deck from Media Molecule artist Rex Crowle, and there's my favourite, an Ugly Medieval Cats deck, which I think is inspired.
More importantly, there's a brightly coloured Drag Deck, and this October, in honour of UK Black History Month, there will be a new deck each week created by a different black artist.
Read more
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askanimatornews · 4 years
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There seems to be a movement within the past few years in pushing this 2D cartoon style. Cartoon brew conducted a Q and A by email with 3 game creators. The first being Later Alligator by Lindsay and Alex Small-Butera’s Smallbu Animation. They are most famously known for their Baman and Piderman series. They talked about their creative decisions to have heavily detailed backgrounds and contrast it with flat drawings of alligators. They tried to push this noir style. The also stated that their main program they used was Toon Boom Harmony and Unity 2018.4. This to me says pretty much anyone who has an idea can make a game with hard work. Perhaps this new wave will continue giving more opportunities to 2D Animators to be involved with games. The next game they focus on is Knights and Bikes created by Rex Crowle and game programmer of Ratchet and Clank, Moo Yu. They talk about the reasons they chose a 2D art style claiming it was more achievable, and to allow more expressiveness. They then talk about the difficulties of getting the bikes just right and utilizing Spine 2D, Photoshop, and Unity. The last cartoon brew interviews is Adam Tierney, Bannon Rudis and Kay Yu regarding their game River City Girls. With their game they took an approach where the cinematics were 2D art and the gameplay was pixel art. They describe their process and how they got together to make their project. Overall these stories are inspiring to me as a freelancer. This proves to me there is a place for 2D animation in the gaming industry and looking at these projects can help me develop my game ideas.
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piuley · 2 years
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🎨 Fanart: Monkey Island: LeChuck’s Revenge
🇪🇸: ¡Gracias por la genial recepción a mi redraw de la portada del primer Monkey Island! Así que aquí está el segundo, con terrorífico LeChuck basado de nuevo en los rediseños de Rex Crowle y el maravilloso arte original de Steve Purcell.
🇪🇸: ¡Gracias por la genial recepción a mi redraw de la portada del primer Monkey Island! Así que aquí está el segundo, con terrorífico LeChuck basado de nuevo en los rediseños de Rex Crowle y el maravilloso arte original de Steve Purcell.
🏴󠁥󠁳󠁧󠁡󠁿: Graciñas pola boa recepción á miña versión da portada do primer Monkey Island! así que está o segundo, co xenial/terrorífico LeChuck basado de novo nos rediseños de Rex Crowle e o marabilloso arte orixinal de Steve Purcell.
🎨: #Procreate + #iPadPro2020 + #ApplePencil
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linuxgamenews · 1 year
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Return to Monkey Island thrilling return arrives on Linux
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Return to Monkey Island the legendary adventure game gets an official Linux port with Mac and Windows PC this week. A huge thank you to the development team of Terrible Toybox. Which is available on Steam and Humble Store with 92% Very Positive reviews. So now, after months, possibly years of waiting, Return to Monkey Island finally gets a native Linux build. Now aspiring pirates can plot a course and get their hands on the finest booty on this side of Dinky Island. For buccaneers new to the Caribbean, get ready for mystery, intrigue, and numerous info pamphlets. The tangled history of Monkey Island’s most famous secret began over 30 years ago. Doing so in the mind of creators Ron Gilbert and Dave Grossman. Return to Monkey Island picks up the story of wannabe pirate Guybrush Threepwood. While at the end of 1991’s Monkey Island 2: LeChuck’s Revenge. Due to bring the creators’ journey back full circle, before setting sail for even wackier waters.
Return to Monkey Island | Available Now
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The tangled history of Monkey Island’s most famous secret leads Guybrush Threepwood on a new adventure. Due to take on the new swash-buckling ​ adventure through the Caribbean. He is also eager to uncover the elusive secret once and for all. In Return to Monkey Island, No trip back to Mêlée Island would be complete without his old friends. Including his enemies as well. While Guybrush and the evil LeChuck look ready to clash on the high seas once more. Doing so as a new crew of Pirate Leaders seems to have arrived to spoil the party. Naturally, Return to Monkey Island is the sequel penned by series creators Ron Gilbert and Dave Grossman. Also coming to life with stunning new visuals by Rex Crowle (Knights & Bikes, Tearaway). Just to name a few. Along with easy to learn controls, accessibility features, and even a few jokes. Return to Monkey Island the legendary adventure game launches on Steam and Humble Store. Priced at $24.99 USD / £19.49 / 22,99€. Available for Linux, Mac, and Windows PC. Plus the games also Steam Deck Verified as well.
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immedtech · 6 years
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'Knights and Bikes' captures childhood in '80s England
Knights and Bikes is a game about friendship, adventure and a county in the southwest corner of England called Cornwall. The area is littered with sandy beaches and quaint seaside towns that attract British families looking for a cheap summer holiday. Tourism, though, is not enough to sustain the region during the winter months. Rex Crowle, an artist, animator and video game developer, knows this all too well. He grew up in Cornwall in a farming family that raised sheep. It was a "pretty hard life," he said. Enough so that he sold his own flock at age 10 and bought a Commodore Amiga 500 computer.
You can see that history in Knights and Bikes, the first game by Crowle and his Foam Sword partner Anthony "Moo" Yu. The upcoming title revolves around two girls, Nessa and Demelza, who live on a Cornwall-inspired island in 1987. All hell breaks loose when the island's residents discover that their most prized relic is a fake. Tourism plummets and all of the mainlanders go home, leaving the locals to question the medieval legends that have shaped many of their traditions. Nessa and Demelza, seeking thrills and treasure, grab their bikes and set off to find the truth.
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You can play the game solo or cooperatively with a friend. Pedaling on your bike or running around like a lunatic, you'll pass through Cornish staples including harbor towns, caravan sites and abandoned amusement parks. All of your powers are charmingly pedestrian; a well-timed Frisbee throw or water balloon, for instance, can dispatch enemies from a distance. As you explore the world, you'll also see the girls' imagination painted on top of the environment. A wire fence, for instance, will be supplemented with make-believe castle parapets and arrows falling helplessly beside you.
Everything in Knights and Bikes was lovingly hand-painted by Crowle. The game looks 2D, but in reality all of the assets have been arranged in a 3D world. That means the characters can still walk toward the foreground or background, slipping behind buildings or weaving in front of the bushes. The art style was inspired by Alfred Wallis, a Cornish fisherman and self-taught painter who lived from 1855 to 1942. He often ignored a structure's real size, twisting perspective to emphasize what he felt was interesting or important. Crowle has done the same, visualizing buildings from multiple angles at once.
Character animation, meanwhile, harks back to Roobarb, a British cartoon created by Bob Godfrey in the mid-1970s. The show had a lively, stop-motion look; characters zipped and squirmed around the screen as if they had just received an electrostatic shock. Crowle redrew his characters several times to create a similar effect. The game cycles through the different versions, or poses, for similar natural look known as "line boil." You can see it in Nessa's bright orange hair bouncing around in the wind, or the puffins rocking back and forth on the shoreline.
"We wanted to make sure that the 1980s influence was more nuanced."
Knights and Bikes was originally conceived as a "Goonies RPG." It's a bright, imaginative game, but Crowle and Yu have been careful not to misrepresent the 1980s. "There's a lot of nostalgia culture out there," Crowle explained during a GDC talk, "that makes out that when the clock struck 12 on the first day of 1980, everybody got a DeLorean, changed into a neon shirt and went and looked at unicorns. It's a lot more nuanced than that. You had to have money to keep up with trends, and because it's set in an economically challenged area, we wanted to make sure that the eighties influence was more nuanced."
Crowle and Yu have a long history in video games. The former started his career at Lionhead, working on the Creature Isle expansion for Black and White, the original Fable, and a bunch of unreleased games including B.C. and the music-shooter Unity. "Lionhead was an incredible meeting of the most talented people I've probably ever met," he said. A bunch of Lionhead employees then formed Media Molecule, which Crowle worked with on a freelance basis. He was a production designer for the first two LittleBigPlanet games, then joined full-time to direct Tearaway and its PS4 variant, Tearaway Unfolded.
Yu, meanwhile, grew up in Anaheim, California. He joined Insomniac straight out of UCLA and worked as a level programmer on the third Ratchet & Clank game, Up Your Arsenal. After the combat-heavy sequel, Deadlocked, Yu was asked to be lead gameplay programmer on Tools of Destruction, the series' first entry on the PS3. It was a management-style role, and by the end Yu realized that he wanted to be more hands-on again. So he moved to the UK, joined Media Molecule and helped out with the original LittleBigPlanet. He later formed his own company, BitMinion, and worked for Mind Candy developer Moshi Monsters.
Foam Sword
The pair pitched Knights and Bikes on Kickstarter in early 2016. Crowle and Yu needed money, but, like many independent creators, they also used the campaign to gauge interest in the concept. Immediately, people expressed their support on Twitter. More important, though, they backed the project, and on February 28th, 2016, the game met its crowdfunding target of £100,000 (roughly $135,000). By the end of the campaign, that figure had risen to £126,447 (roughly $171,000). "It's one thing if people just give you retweets and likes; it's another thing if they actually give you cold hard cash," Yu said.
Foam Sword has spent the past two (and a bit) years working on Knights and Bikes. In that time, it's signed a publishing deal with Double Fine, the developer behind Psychonauts, Brutal Legend and the Kickstarter-funded point-and-click adventure game Broken Age. "We had quite a lot of publishers approach us," Crowle said. "There were some that were kind of tempting, but their style of game was very different from ours and we sort of felt that if they tweeted about it on their own account, they would just get lots of abuse."
"It's one thing if people just give you retweets and likes; it's another thing if they actually give you cold hard cash."
Knights and Bikes was meant to come out in April 2017. Every month, the pair write a detailed blog post explaining the delay and their progress to Kickstarter backers. The May update, for instance, explained the progress Yu had made with online co-op and some of the adventure's boss battles. Crowle, meanwhile, detailed the state of the Scrap-Yard -- one of the biggest and most complex levels -- and the Penfurzy countryside. They're now working on a "second pass" of the game, which would suggest that a final version isn't too far off. At the time of this writing, however, there's still no release date.
Still, it's a game worth following. Many developers have tried to channel eighties culture and video games such as Earthbound, a classic Japanese role-playing game set in a small American town. (Hello, Crossing Souls.) Few take place in England, though, and fewer still try to capture the look and feel of childhood in Cornwall. Knights and Bikes is, first and foremost, a charming adventure that you can play with a friend, young or old. But underneath, it's also a depiction of a real-world place and decade that is rarely depicted in media.
Disclaimer: I backed this project on Kickstarter because it looked nifty.
Source: Foam Sword
- Repost from: engadget Post
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