Goal Reached.
Hey everyone! I can’t believe it, you guys did it! You got us to the funding goal, blew right past it, and reached the Wii U stretch goal too -- Armikrog is going to be made!
It’s been a wild ride for all of us. Fun times, rough times, lots of late nights, lots of Pepsi, but through it all we managed to stay positive even when things seemed to be grinding to a halt during that “saggy middle” of the funding curve. What saw us through was the camaraderie, the encouragement and the friendships so evident among the backers. You guys got us through.
As an animator, when I’m out on set animating, posing the puppet, there are invariably times when it becomes really difficult, when things just aren’t working, and I can feel the shot slipping away from me. I’m never sure why, but at those times it seems as if no matter how hard I try, I just can’t find the right pose for that frame in the sequence. Maybe it’s because the puppet isn’t cooperating, or I’m feeling pressured by a tight deadline, or the shot is too complex, or I’m just bumping up against the limits of my abilities as an animator – I don’t know. Eventually I get to the point where the pose isn’t perfect, but it’s “good enough”. I know that if I shoot off that frame then and there, it will be passable, and I can move on. When you’re shooting a 200 or 300 frame shot, you always want to be able to move on.
That’s when I face a difficult decision – do I give in, or do I push on and try to make the frame perfect? Sometimes it’s a pretty tough decision, but I always do try to push on through, put in the little bit of extra effort, and make that frame work to the best of my ability.
Well, I can tell you that on Armikrog, when I’m faced with that decision, and I will be many times, it’ll be an easy choice. I’ll think of all our backers, how hard you worked and how much you gave of yourselves to make this game happen, and I’ll know what to do. I won’t want to let you down.
We thank you for your support. We can’t wait to make this game.
-MikeD