June 21st, 2015 by greg | comment
Tick fans, this you’ve got to see:
Look familiar? While it could certainly be a coincidence, the parallel is uncanny. Way to go, Matt! You either inspired a marketing campaign, or else beat an agency to the concept by seven years.
June 8th, 2015 by greg | comment
Huge news: after a full year of casting, recording, and editing over six-thousand lines of dialog from twenty-five performers, the Stitch talkie is finished. The last of the pickups are being polished now, and the build is in a closed beta. It was a haul, but it sounds great!
Now to address a long-standing FAQ: how will the Stitch talkie be released? Answer: the talkie versions of “What Makes You Tick?” and “A Stitch in Time” will be bundled together, and released for download as freeware. Freeware, as in… FREE.
After some discussion, Matt and I decided this was the most sensible course of action. It’s pretty clear at this point that Stitch production costs will not break even – and that’s okay, because we had a good time building it and we’ve made some great friends along the way. The game certainly helped launch Matt’s career into Daedalic Entertainment, and laid some groundwork for material that later evolved into “Night of the Rabbit”. Great things came from the project, even if financial success was not one of them. Now, as five year old Flash games drifting into the sunset of their era, our biggest return on investment is simply to put these games into the hands of our fans… and what better way to do that than to return to the roots of WMYT’s 2007 freeware debut.
That’s the word. We’ll be following up soon with a release date.
April 12th, 2015 by greg | comment
It’s been a while since the Stitch talkie announcement, so we owe you all an update. Let’s cover all the bases…
Matt is busy working at Daedalic Entertainment, and we can now publicly say that his current project is a Ken Follett game. Matt has met with the renowned author, and is building an exciting new adventure based on one of his works.
I (Greg) have been busy working at Vox Media on features across all publications, including Polygon, The Verge, and our newcomer Vox. I’ve also been teaching a night course for the past quarter which has taken up a lot of time.
The Stitch talkie is about 95% complete. It’s been a HUGE recording effort for an indie production: 6100 lines of dialog from 37 characters, all of which needs to be recorded, edited, and then mastered into the game. Overall, we’re really happy with the sound of it! Good news: all original cast members from the Tick talkie have returned to their respective roles. Between Alex (Nathan), Sarah (Nora), and now Travis (Nigel), the lead roles are quite strong. I think we’ve now finally found a Lionstone, which was the last major uncast part.
ALSO: we’re actively seeking a proofreader to polish up the existing German screenplay to match the final English recording screenplay. Please contact me if you’d be interested in working on this project. That’s the word. Sorry we don’t have a hard release date, but at least progress is being made.
November 17th, 2014 by greg | comment
Who’s this guy? He looks kind of like Nigel Trelawney. He sounds like Nigel too…
Introducing Travis Vander Hoop, the voice of Nigel Trelawney in the “What Makes You Tick: A Stitch in Time” talkie. After many months of quietly recording audio, we can say with some certainly that the game will be ready for release in early 2015. Stay tuned!
April 2nd, 2014 by greg | comment
Announcing: What Makes You Tick?, The Talkie. After eight years of silent subtitles, the Tick characters are finally coming to life with an audio drama performed by the fabulous Happenstance Theater company! It sounds great, and we’re really excited to share it with our friends and fans. The talkie is currently in beta, and should be released in the coming month. Stay tuned!!
Unfortunately we still have no plans to record a talkie for the sequel, “A Stitch in Time”. Stitch is about x10 the size of the original WMYT game, so would be a formidable undertaking as a hobby recording project. However… never say never, right?
December 14th, 2013 by greg | comment
Many months ago, I was contacted by a Spanish gentleman named Carlos Moisés Mateos Rodríguez. Much to my surprise, his initial email both introduced himself as a Tick fan, and included a zipped bundle of all WMYT game texts translated into Spanish! It was truly an honor to receive this unsolicited translation from a fan who just wanted to promote the game in his own language.
Of course, nothing is ever as simple as it should be, and we’ve spent the last several months going back and forth cleaning up the miscellaneous text snippets that are embedded in the game’s user interface and cutscenes (mind you, I’ve been a lot slower with the production than Carlos has been). However, the translation is now complete and the game is fully playable en español! You can play the Spanish version here:
To Carlos, thank you so much for your passion and enthusiasm in spreading What Makes You Tick? around the world. And to all our fans who’ve written in since the game’s first release in 2007 – thank you all for your interest and enthusiasm; you continue to make this project a great adventure for Matt and I!
April 29th, 2013 by greg | comment
August 7th, 2012 by greg | comment
For those who were thrilled by the announcement of The Rabbit’s Apprentice and are hungry for details (in English), head on over to Adventure Gamers to read their exclusive interview with Matt! Apparently AG wasted no time in tracking Matt down after the game’s announcement, and they’ve gotten a surprising amount of dirt out of him on the game’s setting, story, characters, and Matt’s personal feelings about aardvarks. Go read, the game sounds fantastic! Full interview is available at:
August 2nd, 2012 by greg | comment
Announcing Matt Kempke’s new project, The Rabbit’s Apprentice. After a year in production, the project has finally been made public!
This game began with an idea that Matt, his brother Sebastian, and I were kicking around at a lake cottage in Ireland back in the fall of 2009. After finishing Stitch, Matt hired on with Daedalic Entertainment in Hamburg, Germany, pitched TRA, and has since been acting as team lead and background artist to develop the concept. This is a huge opportunity for Matt, and promises to be a new treasure for adventure game fans. I have great confidence in Matt’s ability to produce another spectacular game that lives up to standards set by the WMYT series.
The Rabbit’s Apprentice is slated to ship this November as a German language title ONLY, we’ll just have to wait a bit longer for the English localization. In the meantime, check out the teaser site at http://www.rabbitsapprentice.de, or see some higher-res art with an intriguing teaser (in German) here.
March 27th, 2012 by greg | comment
Between Facebook and email, we’re getting regular inquiries as to what we’re up to these days and if there are any plans for a final Tick sequel. Let’s take each of those questions in turn…
Matt’s status is a lot more interesting than mine, so let’s start there. Matt is currently working at Daedalic Entertainment, a company in Hamburg, Germany who has built several adventure games in recent years including A New Beginning, Deponia, and Harvey’s New Eyes. While Matt’s current project is still undisclosed, it’s safe to say that he’s taken a leading roll in the game’s original concept; and rumor has it that he’s drawing all the game art. I can’t offer much more insight than that because, honestly, he’s not even telling me! We’ll have to watch the Daedalic website this year for a public announcement. I will, of course, post any updates on his new project as information becomes available. As for me, I’ve just been building lots of HTML5 web data visualization (exciting, right?), and managing localization production on Stitch. Unfortunately, there’s still no news on the Stitch Russian version as we continue waiting on final translations.
As for another Tick game… Matt and I are both extremely busy with long-term engagements on other projects. Therefore, there are no immediate plans for a new game; neither now nor in the foreseeable future. However, never say never. We’ll see what happens in a year as we wind down on our current project cycles.