FAQ In this section wie try to list the most frequently asked questions from the community. The page will be updated once in a while! Who are you? We are btf, a former collective of art students from Cologne and Berlin, Germany. We work on a wide range of projects, from TV shows to music videos, short films, exhibitions – or video games. Each of our projects is a matter of the heart and carried out with much love for the details, from the first draft to the final product. If you are familiar with German TV, you might know our late night TV show »Neo Magazin Royale« with Jan Böhmermann. How do you finance development? Trüberbrook received a funding in 2016 by the Medienboard Berlin-Brandenburg as part of the »programme for the development and production of innovative audio-visual content« to get started! Since then, we cross-finance the development through commissioned jobs and side projects, which is not an easy task. We plan to do a Kickstarter soon – to relieve pressure and concentrate fully on the project. But … isn’t there a publisher involved? Yes, we are happy that the game will be published by our friends at Headup Games. It’s a pure distribution deal though – they are not bringing any money to the table and let us keep full creative control over the game. When will the game be released? It’s not quite possible to set the release date on point right now, but we work as fast as we can! We are a very small team and there will always be unexpected technical difficulties, but we plan to be finished sometime in 2018. We’ll announce a release date once things get real! On which platforms will the game be released? We plan to release the game initially for Windows, Mac, Linux, PlayStation 4, Xbox One and Switch. Will there be a mobile version, too? We would love to create a mobile version for iOS and Android after the initial release. There are some technical challenges though, which need some extra time and will be adressed immediately after the initial release. Stay tuned! Will there be a DRM-free version? Yes, there will be a DRM-free version of the game. We’ll make sure to give details on how and where to get it before the release. Will the game be on Steam? Yes, the game will also be available on Steam. Which languages are planned? Will there be voice acting? The game will be released in English and German, both with full voice acting and subtitles. Other languages are possible, but not planned yet due to financial restrictions. How long will the game be? In an immersive world like Trüberbrook, some players love to inspect every little detail, while others just like to rush through and drive the story forward. It’s never been easy to predict the playtime for a narrative game, and since we’re still in development, we can only estimate the length from our gameplay script. Our best guess is an average playtime from 7 to 10 hours, depending on your playstyle. Why on earth did you chose such a labour-intense technique to build your scenery? We just love to build tiny worlds and we could spend days and nights in the carpentry! Since our first student projects and our graduation films, miniature scale modeling and stop motion animation played a big part in our work. If you’d like to check it out: One of our first short films, »Armadingen« (2011), was set partly in a world of model railroads. Then there was »Concerning Dinosaurs« (2012), Florian’s graduation film set in a prehistoric model world with stop motion animated dinosaurs. As huuuuge adventure game fans, the application of these techniques was a somewhat obvious choice. We believe that a world like Trüberbrook needs a unique and magical look that can only be achieved through miniature scale modeling. While working on the first Trüberbrook models, we tried a lot of different approaches on digitalizing the models, utilizing 3D-scanning and photogrammetry. Some of these experiments resulted in their own little projects, like our music video »Baggage Man« for Sizarr (2015). What’s your pipeline / workflow? After the scale models are set up and photographed in their different lighting scenarios, we start to digitize them. Very roughly summarized this includes four steps: scanning the miniatures via photogrammetry, preparing them for a real-time engine (retopo etc.), reprojecting the atmospheric lit photographies onto the mesh (as often done in matte painting workflows) and lastly importing them into Unity. Here we recreate the lighting for the characters as closely to the original image as possible so they can move freely while still reacting dynamically to light changes. Is this workflow in any way faster, better or cheaper compared to traditional asset creation for games? None of the above. But does it give the game a special look and style? Hell yeah!