nathan-vella

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  • Hit List Q&A: Nathan Vella, co-founder of Capy

    by 
    Joystiq Staff
    Joystiq Staff
    11.19.2014

    In the "Hit List" from the Academy of Interactive Arts & Sciences, the video game industry's top talents describe their current gaming addictions, their most anticipated releases and more. This week: Nathan Vella, co-founder of Capybara Games. Nathan Vella is co-founder and president of Toronto-based independent game developer Capy (short for Capybara Games). Perhaps best known for collaborating on Superbrothers: Sword & Sworcery EP, Capy also recently developed Super Time Force and has created many other games for consoles, handhelds, PC and mobile. Vella is presently working on Below, Capy's upcoming game about exploration, survival and discovery. At the upcoming D.I.C.E. 2015 Summit in February, Vella's will explore the rewards of collaboration, and he'll share key lessons on why and how it works best.

  • Don't kill the dogs in Below

    by 
    Jessica Conditt
    Jessica Conditt
    08.16.2014

    The dogs in Below aren't vicious or dangerous. They'll follow you around and are downright cuddly, as long as you don't hurt one. Still, most players try to kill the dogs the second a pack appears, Capy founder Nathan Vella said during a demo of Below at Gamescom. "Everybody wants to kill the fucking dogs," Vella said. "Everybody who plays the game, they think everything is an enemy, but the bats are just bothering you, the dogs are just hanging out. They might catch your scent and they might want to follow you, but they're not really going to mess with you." Killing the dogs does give your character meat, an item that provides a health boost. So, sure, kill the innocent, adorable dogs if your character is feeling a little peaky. Sure.

  • Super Time Force shifts to 2014, also coming to Xbox One

    by 
    David Hinkle
    David Hinkle
    12.05.2013

    Capybara Games is bringing its radical 2D run-and-gun game, Super Time Force, to Xbox One in addition to Xbox 360, and aims to launch both versions simultaneously. The game will be self-published on Xbox One through the ID@Xbox program and has a new launch window of early 2014. "As 2013 waned and the ruckus around new consoles got louder, we decided that launching on both the Xbox One and Xbox 360 would be the best way for Super Time Force to get out there," Nathan Vella, Capy co-founder and president, told Joystiq. "We really believe in our game, and we're happy that ID@Xbox gives us a chance to bring it to players who made the jump." Capybara Games is also working on another Xbox One game, Below, but that's being published by Microsoft Studios, as is the Xbox Live Arcade (Xbox 360) version of Super Time Force. "Between Super Time Force and Below, players will get the chance to see two very different games from our studio. Super Time Force is easily the most action-packed and ridiculous game we've ever made, while Below is, without much exaggeration, on the complete opposite side of the spectrum. Having these two vastly different games coming from our studio is a huge point of pride for us." Super Time Force will launch "a few months into 2014" while Below's launch date has not been announced.

  • Capy flies 'Below' the radar on the Xbox One

    by 
    Mike Schramm
    Mike Schramm
    06.11.2013

    Microsoft's E3 press conference yesterday was full of gigantic new titles like Titanfall, Ryze, and Metal Gear Solid 5, but in among the blockbusters, there was one little announce that stood out in a big way. Below is the latest game from Capybara Games, the indie Canadian studio behind Critter Crunch and Might and Magic: Clash of Heroes, who most recently won all the awards with the beautiful iOS title Sword and Sworcery EP. Below is about as far from an early next-generation console title as you'd imagine: Instead of bombastic, flashy, and loud, it's quiet, subtle, and slightly menacing. "You are small," Capy co-founder Nathan Vella says while smoking a cigarette outside a Microsoft E3 showcase last evening. "Death is at every turn if you are not smart about it." Below is "a roguelike like," he says, focusing on sending the player through a series of randomized, one-screen dungeons, with a sword, shield, and some other not-yet-revealed tools and weapons.%Gallery-191148%

  • Capy's success and sworcery catchphrase: 'It's getting there'

    by 
    David Hinkle
    David Hinkle
    03.27.2013

    At the conclusion of his GDC 2013 panel, Still Kicking: The Viability of Paid Apps in the Era of F2P, Capybara Games co-founder and president Nathan Vella offered unique insight into the trials endured by the company. The developers were pushing for creativity and originality in their games, but were beset by problem after problem."It's getting there" quickly became the company mantra, a mission statement of sorts and catchphrase that succinctly sums up the Toronto development house's endeavors.

  • Fez programmer Renaud Bedard joins Capy

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    11.05.2012

    Capy Games announced earlier this afternoon that Fez programmer Renaud Bedard has joined the team at the Critter Crunch, Clash of Heroes and Super TIME Force developer. Bedard was one half of the Polytron team, with Phil Fish, who put out the critically acclaimed game, Fez. The game's lengthy and volatile development was chronicled in Indie Game: The Movie (on Netflix streaming)."The remaining employees of the Polytron Corp. would like to say goodbye and thank you to [Bedard] for all the years of amazing work," Fish tweeted out.Asked for more details on how Bedard came to Capy, studio founder Nathan Vella told us that the company wasn't saying anything beyond the tweets it put out.

  • Sword and Sworcery's Nathan Vella on returning to iOS: 'Absolutely'

    by 
    Mike Schramm
    Mike Schramm
    06.18.2012

    Nathan Vella is the co-founder of Capybara Games, the company that worked with musician Jim Guthrie and the artist Superbrothers to put together the extremely popular and critically acclaimed Sword and Sworcery EP, originally released on iOS. Capy, as it's sometimes called, is a Toronto-based game developer that started out making puzzle games, including Critter Crunch and the Ubisoft-published Might and Magic: Clash of Heroes. But Vella told me during a quick conversation at WWDC last week that Capy "had no plans whatsoever of being a puzzle game studio." Capy's developers followed their own interests into puzzle games early on. It was that interest that led to collaboration with Guthrie and Superbrothers and, ultimately, success on the App Store. Vella said that he and the S&S EP team didn't anticipate the success they'd eventually have on iOS, but as the development time went on, the team got more and more feedback from players and critics that showed them they had something good happening. The IGF Mobile Award for the game was a big bonus, says Vella. "That helped instill some confidence." In the end, however, the real reason Vella says Sword and Sworcery did so well was because the team decided to "make stupid decisions" during development, like add in crazy systems or try really wild approaches to storytelling. "Those were the decisions that made it a success," says Vella. In fact, his advice to any iOS developer out there would be to "make those dumb calls," he says. "If you're making safe, easy decisions on iOS, I give you a 50/50 chance of success," he told me. But for developers who break the rules and try something new on the App Store, "your chances will go up for success, and you'll at least have more interesting failures." These days, Capy is hard at work on Super Time Force, a console title that, because of the way it works, probably won't transition to iOS. But when asked if his company will return to iOS in the future, Vella says that "absolutely" will happen. The studio really just chases its passions. "If everybody really believes in [a game], we'll try to make it," says Vella. Capy routinely hosts internal game jams, and Super Time Force actually came from an event like that. "We will not be ignoring iOS" in the future, says Vella. Between Capy's earlier work on the platform, and its enormous success with Sword and Sworcery, we can't wait to see what they're going to do next on Apple's devices.

  • Capy Games wins 'XBLA Award' and guaranteed MS publishing deal for Super T.I.M.E. Force

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.07.2012

    Capy Games, developer of adorable guzzle-'em-up Critter Crunch and the gorgeous Superbrothers Sword & Sworcery EP, has won the Microsoft-sponsored "XBLA Prize" during the 14th Annual Independent Games Festival Awards, held this evening in San Francisco. The recipients receive a rare digital copy of the now-delisted advergame, Yaris.No, wait, it says here they get a guaranteed first-party publishing deal via Microsoft's Live service, including Xbox Live Arcade, Windows Phone and Windows ... Computer. In this case, the game headed to XBLA is Super T.I.M.E. Force!The award comes with a few other bonuses too: Microsoft will provide funding to complete the game if necessary, and augment its development with several first-party support services, including usability, testing, and a guy who never looks up from his Blackberry.

  • The original plan: Sword and Sworcery in seven months for $110,000

    by 
    David Hinkle
    David Hinkle
    03.06.2012

    The best laid plans ...GDC is a great place for budding developers to learn from other, more seasoned developers. During a postmortem focusing on the success of Superbrothers: Sword and Sworcery EP, Capy president and co-founder Nathan Vella admitted the game ended up going over budget and past its planned launch late -- it's more common than you think in game development.The original plan for Superbrothers: Sword and Sworcery EP was a seven-month development cycle, with a budget of around $110,000. In the end, the game ended up costing "around $200,000" over the course of 18 months. As of today, 350,000 individuals have spun some vinyl.After his talk, I got some face time with Vella to ask him about a personal curiosity: Twitter integration. Some games have caught flak for it, but the smart implementation and voice of the tweets in Superbrothers -- written in the same narrative style of the game -- caused a new trend in iOS gaming."The intention was always to give people the ability to broadcast something they enjoyed about the game," Vella told me. "I love that about the game. I even loved it when people were talking shit about it like crazy. I think the Twitter part of it was important because people loved the dialogue, the way that Craig wrote it, and blast Twitter -- it's important to me and it's important to the project, to know that we made something that somebody wants to put out there. And it was always a choice: you choose to press two buttons to tweet something, if you care about it. I would definitely make that call again."Finally, when asked by another attendee about a PC port of Superbrothers: Sword and Sworcery EP, Vella slyly replied, "No comment on that question."

  • Sword and Sworcery EP: 350K units swold

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.05.2012

    iOS title Superbrothers: Sword & Sworcery EP has sold 350,000 units life to date, Capy president Nathan Vella revealed at GDC 2012 today.The long-form game, which took 18 months to develop, has done incredibly well on the app store, despite having "small amount of birds, no fruit, limited water," which have all become cliche requirements for iOS success."Everyone isn't a demographic," Vella noted. "Target a niche due to iOS scale, niches can be huge."He said two-thirds of all sales were on the iPad universal app and that three quarters of revenue were made on the universal app. He also noted that the title going on discount only accounted for 10 percent of sales, meaning the game had a potential audience that was willing to pay full price for the experience.Vella feels Sword & Sworcery is a good case that longer experiences can fit on the iOS platform and targeting "everyone" isn't the only way.

  • Capy's 'Zombie Tactics' on hold, studio too busy

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.15.2011

    Capy President Nathan Vella told us at PAX East that the prematurely exposed Zombie Tactics is "on hold." "It's not on hold because it sucks," Vella explained. "It's on hold because we have other stuff first." Capy is currently prepping for the iOS launches of Superbrothers: Sword & Sworcery EP and the release of Might and Magic: Clash of Heroes HD on XBLA and PSN in mid-April. The studio is also working on other "unannounced projects." Vella believes the prototype for Zombie Tactics, which he told us has hints of Valkyria Chronicles gameplay peppered in, is great. However, he feels the zombie genre is just a tad saturated at the moment. %Gallery-76627%

  • Indie Fund assists with Monaco, Qube, and Shadow Physics

    by 
    JC Fletcher
    JC Fletcher
    03.02.2011

    One year in, the Indie Fund is currently providing money for the development of three games. Nathan Vella, Ron Carmel, and Kellee Santiago of the Indie Fund – all established indies themselves – and fundees Andy Schatz (Monaco), Steve Swink (Shadow Physics), and Daniel Da Rocha (Qube) gathered in a panel to discuss the successes and failures of the alternate funding method, which is designed to "put itself out of business as soon as possible," as Vella put it, to promote self-sufficient indies.

  • Developers on avoiding the 99 cent App Store price

    by 
    Mike Schramm
    Mike Schramm
    01.14.2010

    I've become a big fan of game developer Capy (formerly Capybara) in the past few months -- their releases of Critter Crunch on iPhone [iTunes link] and Might and Magic: Clash of Heroes on the DS have won me over quickly. But I'm not sure I agree completely with their co-founder, Nathan Vella, about what he says in this Gamasutra interview. His opinion is that the push towards the 99 cent price on the App Store is "the single most frustrating and terrible thing about App Store pricing." He says the dollar price point is stifling, and he praises developers like Canabalt's Adam Saltsman for sticking with a higher price point even when their games are simple. I do agree with Vella on one thing: no developer should sell an app for less than it is worth, and dropping to 99 cents to increase sales doesn't work anyway. But certainly there's a place for 99 cent apps on the store, and I know personally that a 99 cent price point will open me up to try apps I'm not sure about, especially apps that I might be interested in but that don't offer a free trial. Clive Downie of ngmoco says as much later in the article: it's about the balance between providing choice for your customer and supporting yourself as a developer. In the end, Vella knows what he's doing: he doesn't say that 99 cents is always the wrong price, but that you should always stick to your guns and ask your customers to pay the right price. If a game is worth $4.99, or $6.99, or even $9.99, developers will find that customers who care about the quality are willing to pay for it. [via IGN]

  • Critter Crunch dev praises Sony's support of indie games

    by 
    Andrew Yoon
    Andrew Yoon
    11.20.2009

    "They support the living sh*t out of it, and they support it really well," Capybara's Nathan Vella told Gamasutra when talking about Sony's free PhyreEngine. "Any of the parts that are inside Phyre that we didn't know how to fix or we had an issue with, they would fix it for us in a day. Overall, I think Sony's doing a lot of right stuff for small independent developers." Vella's praise echoes similar sentiments from other PSN developers, like Shatter's Mario Wynands. In addition to free development tools, Vella noted other benefits by partnering with Sony. Critter Crunch was promoted heavily on the PlayStation Network via the PlayStation.Blog, Pulse and banners on the PlayStation Store. Most importantly, though, Sony "treated us like we weren't a small nobody developer from Toronto." In spite of Sony's best intentions, though, Vella notes that sales aren't quite where they should be on the PSN. "It's still a fraction of what XBLA is doing, and we know that," he admitted. "But that's okay for us because they let us do what we wanted to do." Apparently what they want to do now is work on a zombie game.