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An excellent opportunity has opened up for a Concept Artist to join Two Lives Left and be a part of Crabitron for Xbox One. The successful applicant will work remotely on a contract. Using principles of art and graphic design, responsibilities include creation and design of environments, backgrounds, characters, and color schemes based on ideas presented by creative directors, art directors, and in-house development teams. The Concept Artist must confidently ideate, sketch, color and illustrate at an astonishing level. This position requires a person with extraordinary levels of creativity, passion, and perseverance.

Requirements:

  • Strong understanding of all aspects of concept art regarding illustration and design
  • Proven experience with concept, character, and creature design
  • Ability to visualize perspective and 3-dimensional space
  • Keen-eye for light, color, value, form and composition
  • Excellent time management and communication skills
  • Clearly understands dependencies between own work and that of others across all areas and disciplines, and adapts work accordingly
  • Self-motivation and willingness to participate in several areas of game development
  • Passion for games and a desire to make an impact on a growing industry

If you are interested and feel that you are qualified for this position please send your resume, cover letter, and portfolio to: emilia@twolivesleft.com

For a confidential discussion about this role please contact Emilia Chignola on 0431 279 770 or at emilia@twolivesleft.com

Applications close 30 June 2014

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Air Code, a new feature in Codea 1.5.3

Use your Mac or PC as a remote editor for Codea. Watch your code update live right on your iPad. Available now.

Music: The Snow Queen by Kevin MacLeod (incompetech.com)

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Submitted by Anonymous (not verified) on Mon, 22/04/13 - 4:19 PM Permalink

Fricken awesome idea.

If this doesn't become a success I don't think I'll want to live on this world anymore.

Scott.

Crabitron, an iPad game by Adelaide developer, Two Lives Left, has finally been released after two years of spare-time development! In it, you control two claws of a giant enemy crab to crush or shoot a whole variety of vehicles travelling across the screen, and take part in the occasional boss fight as well. The game looks like a whole lot of fun, and the controls where you can move and clamp each of the claws is certainly unique (the fruit born from the idea the developers had of making a game that was only feasable on a tablet). Grab it on the App Store now here!

The interesting thing about the release of Crabitron, from a developers point of view, is that the Two Lives Left will also be revealing a whole lot about how it does in sales through a scheme they have termed the "Crabstarter".

It's a semi-parody of the popular Kickstarter crowd-funding idea, but the big difference here is that Two Lives Left have already funded and released Crabitron. However, they'll be updating their self-hosted Crabstarter page with sales data as time goes on, and the way you "pledge" is by simply purchasing the game itself on the App Store. There are sales goals listed on the Crapstarter page, so the more sales that Crabitron makes and the more goals reached, the more awesome updates it will receive. The developers want to continue developing Crabitron and having these goals and sales updates public on the Crabstarter will certainly be an interesting way for fans to see when the next update may happen.

Other indie developers will also be interested in following the Crabstarter to see how Crabitron's sales go, how it's charting on the App Store, and how many downloads it receives. It looks to be the latest from local indie developers, including Binary Games and Hitbox Team, in opening up and making their sales data very public.

Check out the Crabstarter page and grab Crabitron here!

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Get Crabitron on the App Store! http://itunes.apple.com/app/id440462182?mt=8

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"I've always wanted to be a giant space crab." - Gabe Newell

"The controls are perfect." - Touch Arcade

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Once, every hundred years, Crabitron descends upon the civilized galaxy to teach humanity a brutal lesson — to stop eating his delicious crustacean cousins.

Humanity never learns. It's time for their lesson.

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A lovingly crafted game about destroying the universe as a Giant Space Crab.

• Touch, pinch, and fling your claws to cause destruction
• Battle against waves of enemies, including sharks with frickin' lasers
• Gobble Burgers of Power, burp fireballs and suck in everything
• Snap, crush and ruin everyone's day... or life
• The world's most realistic Giant Space Crab simulation

Music © 2010 Kevin McLeod, http://incompetech.com/

Additional music by Christopher Larkin

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This is a preview of some of the interactions I have been designing for the new Codea documentation browser named Probe. These additions will be available in Codea 1.5.

The interesting aspects are:

Continuous navigation: there is no navigation bar, the three levels of documentation are immediately accessible by scrolling left and right.

Pull-to-search: pulling the navigation down reveals the search bar. Releasing automatically activates the search field.

Portrait iPad: when the content exceeds the iPad's screen width, the first table shrinks to accommodate, showing only an iconic representation.

In-Editor documentation: when launched from the Codea editor, the documentation stays live as you code. It uses the iPhone style interface to sit on the side of the screen.

Music by Kevin MacLeod

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