Second video of the series introducing Therefore mechanics. In this video we are going to talk about the meditation mechanic and how we can extract Essences (ideas) from the world around us and mix them to create Relics.
First video of the series introducing Therefore mechanics. In this video we'll see how basic interactions work, and we'll take a look to the inventory system and some toolbar functions.
The Wanderer wakes up in the First Realm, he finds it fading away, being torn apart and consumed by The Degradation. A spectral form, his only guide, whispers to him: “They are waiting for you in the center of all realities.”
But The Wanderer doesn't have memories or a voice of his own. The only thing he can do is wander, explore the First Realm in search for one of the Primeval Hearts, the key to reach his goal, and in his way maybe he will find answers about himself and about what is menacing all the Realms. But a great power is pounding inside of him, The Wanderer will soon discover that he is capable of amazing feats.
The Wanderer is able to extract The Essences, the ideas that shape the reality of the First Realm and its inhabitants, store them and mix them to forge special items that will help him through the adventure, and if something goes wrong, he may use the Memento Mori to reset the day and learn from his mistakes.
But be warned! This day is the last day of The First Realm, The Wanderer must be ready before confronting the End of the Tangle of Realms and a lot of paths will open in front of him, a lot of choices. You will be his conscience, the end of this story depends on you. The story about all of us.
“World is changing, humanity is changing, games and video games must be part of the change”. This messianic deviant is one of our Game Designers, an idea breeding machine who always convince us to follow him in his weird experiments. He is one of the promoters of the Trim Tangle Nexus and is the only one who is part of the two teams that are developing the two video games projects supported by Trim tangle.
Corzón (a.k.a Mazemancer) gave his back to a finished Laws Degree and then studied DGAC (Digital Graphic and Artistic Creation) learning about traditional and new techniques of illustration, design and animation. Not having enough, his delirium led him to other weird careers as Narrative Creation, Interactive Writing and Game Theory alongside with other 3d and graphic design courses. Heaven knows how, he has published tales, articles and essays and has earned some prizes and nominations in poetry, comic and writing minor competitions.
Simultaneously to both video game projects (Crisis Crunch and Therefore), he is working in a Pen and Paper project and also a visual novel, promoting a social collective and practising as a mediator.
Corzón loves games and video games over all, in fact we think he lives in a perpetual video game (¿Isla Piñata, maybe?). He uses literature, philosophy, art, comic, theatre and the entire audiovisual spectre to shape his interactive and philosophical nonsense, and sometimes, just sometimes, some of them worked.
Librarian during the day, Community Manager by night. Worlds of information and social networking have no secrets for her. Her vocation is to set up relations, to discover new pathways, to develop alliances.
Maria studied Library Science and she worked at the documentation centers of some law firms and public libraries. Discovering, afterwards, an unambiguous relation between her past and her future, she decided to study for Community Manager. Ever since, she didn't stop exploring and (why deny it?) playing with new web possibilities.
Currently she collaborates with a librarian web portal, coordinating sections and writing some posts about social media, books and libraries. She is also making her first steps in illustration, more specifically in the dark world of librarian fanzines.
Always restless, her hobbies are related with art, design and creation, going from digital to traditional (such as crochet or decorated cookies). Undoubtedly, this was the key to create such affinity with the rest of the Nexus (especially for the cookies).
Her motto is that everything must be perfectly written, connected, organized and classified, professional bias in its entire splendor.
"The sound completes the information of what we see".
To Nacho we perceive reality halfway because we don't pay attention to what it wants to tell us. With his quiet nature, Nacho dedicated the first years of his life to listen. It's not rare he begun to feel interested in the world of music and sound editing where it's believed that any useless word can ruin an irreplaceable atmosphere.
As a great passionate of music he has been part of several music bands, going all the way from hard rock to harmonic Spanish guitars.
He has worked as direct sound technician in one of the most charismatic event rooms of Galicia, "El Nautico" of San Vicente. In that idyllic place near to the beach performed well-known national groups and musicians like: Iván Ferreiro, Coque Malla, Nacho Vega and "O Funkillo" among others.
Nowadays he is the sound director of Walterhaus, an emerging company settled in Madrid built by him and his associates. From there they "scheme" all kind of services related with the audiovisual world (campaigns, events, spots, music...).
It seems he hadn't enough just with creating his own company in these dark times so he decided to jump in the deep with such an ambitious and experimental project as Therefore (specially when it comes to the Sound designing area) in order to take his first steps, along with us and with The Wanderer, towards the world of video games.
He has the quickest fingers in town. We call him “Speedy Ibañez” and his capacity of work and organization is legendary in the Nexus. He loves video games, indie and retro games are his thing, being graphic adventures his preferred gender. He's also an enthusiast of science fiction, especially sci-fi movies. He enjoys reading science books and topics like quantum physics and string theory. Isaac Asimov, Carl Sagan and Nikola Tesla are some of his idols.
He studied Computer Engineering specialized in Artificial Intelligence and Computer Systems. He worked as Annalist, Systems Programmer and Web Programmer with big companies, as for example, Inditex.
Nico has an outstanding initiative and seems not to know what risk or challenge means, if he wants to do it he will do it, as simple as that. We have to recognise it, not other sane programmer will follow this team to experimental interactive trips of no return, none but Nico Ibañez.
If we are Icarus, crazy enough to fly near to the sun, Nico is our wings, and he doesn´t seem to be scared of melting down, neither do us. We know that in his hands we will enjoy a comfortable flight.
Simultaneously to Project Therefore Nico is working in other interactive projects that for sure will make some noise.
“Video games and games are art, dare to deny it and you will face the rage of my hammer”. Thanks to the gods he really hasn´t got a hammer, because our comrade will fulfill his menace.
He has a storming and peculiar mind, full of smashing ideas. He loves video games, board games, family games and any kind of games if they are original enough. He devours literature, cinema and comic books; he likes mythology and anthropology in general and loves nordic myths.
He studied Digital Arts and Graphic Design, he worked in design studios and as an illustrator for short films and comic. He is a great 2D artist and an ace in game mechanics.
He has collaborated on project Therefore and also he is working in two board games, and he has more ideas in the sleeve. He is also one of the promoters of the Trim Tangle Nexus.
Be sure that clichés are not his thing; he uses his work to experiment and break media walls. Epic is in every fibber of his body, and independent projects are his life. Working alongside him is like being inside of Ring of The Nibelungs, so imagine play one of his games.
Cuesta is a serene person, a peaceful soul, it seems like he is always waiting for something, but inside his head a revolution is happening and new ways of expression are being given artistic form.
Cuesta is a thorough guy, a thinker and has a lyrical spirit. His themes are emotional and experimental.
Since he was a child he knew music was his life, he studied in the Creative Music School in Madrid and has been teached by talented musical icons of classical and modern music and composition as Jose Luis Fajardo, Andres Alen or Ramon Paus.
Fond of instrumental and experimental music, soon he felt the unavoidable pull of Jazz music, which is why in this moment, and simultaneously to the work in Therefore, he is studying the Bachelor of Arts in Jazz Performance in Dublin. He also worked in short films soundtracks and advertising musical themes.
He likes riddles, mind games and puns. Occurrence is always in the tip of his tongue. He loves literature and audiovisuals, and of course, video games, card games and any strategy game in which he uses to stand out thanks to his creative strategies and his reflexive behavior, that makes him very good (without even try it) in competitions.
This creativity, these thoughtful manners, this profound lyricism... We knew from the start that our weird projects (like Therefore) were predestined to be in his hands, their intertwine cannot be avoided. And in The Tangle believing in predestination is a valid choice.
We are a multifunctional sound studio situated at plaza de Castilla, Madrid, 5 minutes away from Fuencarral station, with easy car access and with parking at the door.
Our 25 square meters control room is provided with A class hardware and the most advance software, with a recording room of 20 square meters capable of different configurations. Our installations are equipped with a video editing room, a cyclorama, a warehouse, print, lifter, kitchen, dressing room with showers, a bar and spacious common areas.
Our main staff are young, qualified and versatile technicians. In the last 10 years they have worked in the world of music, cinema, TV, advertising and video games. They are certified technicians in Pro Tools and in FMOD and WWise basic licenses.
In the world of video games development and post production we have worked in some outstanding titles such as “Crysis 2” or “Dead Space 2”, being in charge of the full dubbing process for both products.
Nowadays WHO! SOUNDS is part of the creative Nexus Trim Tangle, working on the sound design of one of their most ambitious projects, “Therefore”. We are also trying to launch, along with NEHO Games, an AAA Game created in Spain: "Future Slaves", that is already in its funding phase.
But what is important it’s not what we have done but what we can do for you.
In WHO! SOUNDS we record, edit, design, compose, arrange, mix and master with high-quality equipment. Here, we can design the sound effects of your videogame, compose your music or infuse some life into your characters with our post production and dubbing services, always working with the best voice actors and actresses of the moment.
Also, next to our studio you can make the photos you need for your website or order the design for your cover, your corporative video, make your TV or web spot or do the printing you need for your advertisements. If you want, we can even plan your advertising campaign, this way your game will have all what it needs for its better diffusion.
We are always prepared. And you?