Welcome to Ennoble Studios Homepage
Ennoble was formed in early 2013 by me, SirGru, starting the work on first public project Psichodelya. It mostly grew out of fascination for Shmup patterns, and their beautiful complexity. The goal was to create a game which would be really fun to play, challenging, but at the same time in a modern package that is sure to impress with art style. With no monetary support, connection in game industry, or even a team, I embarked on a journey from a visionary to game creator. With previous experience of just a few unpublished mods, I knew there was going to be a long road ahead...
Ennoble Studios is a enthusiastic indie game making team dedicated to bringing players fun, high-octane gameplay games in the image of old school and classic games, but developed with latest technology. Ennoble Studios is a firm believer in PC platform, but also in values of gameplay and game design that brought us here as gamers. We are also believers in real artistry of gaming as a medium, being so without quirky gimmicks in design. Through vision in quality and love for work, through depth, care and insight we will in the future bring games that satisfy both technically and artistically.
How we work:
SirGru: Ennoble is a distributed game development studio, meaning members from around the globe collaborate on a project using digital project collaboration and communication tools. There is no official office, and we do all meetings via Skype. The focus of team collaboration is expanding each individual's talents and skills as long as tasks flow from the nature of what is currently at hand. In that way, the project is always tightly focused on the next steps, and the team members build skill in gradual fashion. Due to the nature of online collaboration, it means having a less stable crew than studios that work in the same office, and during development it's inevitable people come an go. In this style of work, communication and time management is very key. During development of Psichodelya, I've had the privilege of working with people from various countries, from UK, Ukraine, Japan, Spain, US, Germany. Everyone of these people contributed a bit, and I've worked with people of different levels of skill, experience, age and motivation. That being said, during development of Psichodelya, I was the only person that was actually working on the game in-engine, meaning everything was assembled from my place. That's why I like to think the game is made in Montenegro (which is where I live). Speaking of that, it's one of the things why we're special: Psichodelya was the first commercial desktop game published from a Montenegro studio, in that sense. I'm not really fond of mobile games, so I wouldn't know about those, but as far as I know, it's the first full desktop game published from Montenegro studio.
On being indie developer:
Being indie takes a lot of dedication, lot of time and lot of risk. But it's also enjoyable in it's own way, and especially for the creative freedom, freedom in decision making, good communication, choice in technology, time scheduling etc. That's why, in my opinion a lot of interesting things are happening and will continue to happen in the indie sphere. What's great about so many of us new developers trying to enter into the world of game industry is that there are many new great technologies out there, and creating a novel game does not require huge money investments, or special connections in the industry. Every month I get surprised how many new titles have been made, and some of them are really worth a person's time and attention. I also get surprised how much prices of good games have fallen down, making the market more and more competitive. When I was a very avid gamer, the gaming was an expensive hobby. Today, I'd find myself time pressed to just play all the games that are coming out. But that would not be my perception at all if I was not taking the time to research specifically indie games, as many of them are not featured on general reviewing sites that hub mostly big-budget and console games that have again and again proven uninventive and shallow. Thus, the main concern of an indie team is to get noticed, so that people can hear about their work and make a decision for themselves about the product.
If you like what you see:
Feel free to give us any amount of feedback, only through communication game developers are able to satisfy the demands of their players. You can do that with comments (we read those), on social networks linked in the bottom, or write an email directly by following About > Contact Us.
You are especially encouraged to write if you feel you have game development skills and would like to join the team. We're always looking to meet new talented individuals, to speed up development process, and to get in contact with other developers. Currently we could use another artist with skills in 3D modeling.