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The idea that “violence itself sells” is true on a market level but this doesn’t mean that we have to crucify our vision for that. A good game should always account for that.We don’t kill just for the sake of seeing some blood on the screen, everything must have a reason which represents the character in a specific situation of need/danger/fear. Every character is like a human being and every human being has a personal story behind that drives their choices during life. We want to tell stories, good mechanics without implementation of good storytelling and characters introspection doesn’t impress us. We want to make games first of all, realization of good ideas should be the only reason to enlarge the business, not arrogance and self-esteem. I am also responsible for Scene Assembly, Lighting and.
STORM IN A TEACUP GAME GENERATOR
For the lightning FX, I created a lightning generator digital asset base on VEX. The FX layers including: ocean surface layer, foam, spray, bubble layer, mist layer, cloud, sail cloth, rain. STC is not born to become a multinational with thousands of employees, the rule “keep it simple” applies to everything. This is a project during the internship at SideFX. STC is not a torture room, crunch time is hard for everyone but we will always represent our appreciation for hard work in every possible way. The mental health charity SafeInOurWorld is launching a Winter Blues Bundle on Fanatical to raise funds for the charity’s future. We value people more than anything else, this is why we only want passionate work force to join us, avoiding to keep insufficient workers. Hard Competition leads inevitably to IP cloning and lack of ideas to follow what the market defined as 'last best seller'”.We want to keep a friendly work environment where the creative direction doesn’t shut down proposals, ideas or bad feedback. We don’t see competitors in a world where videogames are one of the biggest business ever, what we see instead are friends who are developing different products and that deserve respect as we do.
![storm in a teacup game storm in a teacup game](https://i.ytimg.com/vi/yuIFYW4qCvw/maxresdefault.jpg)
This philosophy extends to any aspect of our company, including relations with the employees and anyone who approaches our reality. Simplicity is beautiful and fulfilling, which doesn’t mean empty levels but instead “use what is really needed, not less, not more”. Such rush is given by strong competition feelings between companies but too often doesn’t represent any real quality. We worked on dozens of games including many AAA and we don’t understand the rush for complexity.
STORM IN A TEACUP GAME HOW TO
The needs of the community represent our needs as gamers and for such reason we don’t want to think about clients, we listen to people not to understand how to improve our business but to understand how to create better entertainment for everyone. Storms brother Cloud has created an amazing dream-like world for you to.
STORM IN A TEACUP GAME FULL
We don’t suck blood during the nights of full moon, we sell experiences that we want to share with everyone. Take Storm on a magical adventure in his awesome teacup. Storm in a Teacup was created by industry veteran Carlo Ivo Alimo Bianchi in 2013, to develop only the finest experiences in video game industry. The company has 3 rules which are the backbone of every in-house production process: Storm in a Teacup - Home Close to the Sun is on PC, PS4, Xbox One and Switch Close to the Sun is the Best Italian Game 2020 Our Games About Storm in a Teacup Read more about us.