Wapos Racerz Blog- Nearing Beta

Wapos Racerz, where the kids from Wapos Bay take their go-karts to the streets and trails, is nearly ready to rumble. The game is approaching its “Beta” stage of development, which means it’s a bit rough around the edges, but just about done. We’ve been working hard this year with the Wapos Bay Interactive team in bringing the characters and scenes of the series into the game world. As you race through the streets and back roads, the cast of character dot the town and countryside. Keep your eye out for cool little areas that make you want to slow down to look around. My fav spots are the drive-in theatre and the waterpark. On your tour through town, be sure to collect “Slushy Kitty” cups, grab a rabbit pickup to boost you to the front of the pack and avoid turtle pickups that will slow you down. There are even some hidden Easter Eggs for you keeners!

Courtesy Ericka Evans, Producer at Phantom Compass

Wapos Racerz Game Maker Profile – Ericka Evans

Here is your chance to get to know one of the team members from Phantom Compass, who is working hard to make Wapos Racerz for you.

Don’t forget to send us your questions too!   We will try to answer as many as we can in future blogs.

Q: What is your name?

A: Ericka Evans

Q: What do you do?

A: I’m a Producer.  I do a lot of organizing and sharing of information. I’m in charge of making sure everyone has everything they need to do their jobs and that the jobs get done on time.

Q: What is your favourite part of your job?

A: I like making charts and checking check boxes… just kidding (but it may be little bit true).  My for real favorite part is getting to meet and work with fun and interesting people.

Q: What Wapos Bay character are you most like?

A: Raven.  I like pigtails too.

Q: What other projects have you worked on?

A: I have just recently joined Phantom Compass, but before that I did writing and producing for Kids shows and websites, and before-before that I worked for a company that made Xbox 360, Wii and PS3 games and before-before-before that I made TV shows for Preschoolers.

Q: If you had to describe the game in one word what would it be?

A: Sick.  I’m a big fan of racing games, some of my faves are GranTurismo and Mario Kart.  Wapos Racerz is up there.

Q: If you were offered the chance to voice one of the characters who would you want to be?

A: A rock.  I hate hearing the sound of my voice played back to me, so I’m thinking a silent rock would work best for both me and the audience.

Wapos Bay Feature on MBC Radio

Check out this great piece from April’s studio open house courtesy of MBC Radio. It includes an exclusive interview with Dennis Jackson (creator/writer/director/producer), as well as, Melanie Jackson (producer), Ryan Lockwood (transmedia producer) and actress Andrea Menard!

Listen here! Wapos Bay – MBC Radio

Wapos Racerz Game Prototype

Before I joined the games industry, when I heard the word “prototype,” I thought of a coverall-clad inventor with safety goggles on his head, emerging from his basement after months of tinkering with blueprints and wires. Grinning, he holds his “Prize” high above his head–the first ever model of his invention that actually worked; a Prototype!

Substitute the coveralls with a hoodie, the basement with a computer desk, the blueprints with design documents and wires with wireframes and you have a Game Prototype!

Phantom Compass recently completed the Wapos Racerz Game Prototype. This kind of prototype is called a “Proof of Concept” Prototype, which means that we build only the parts of the game needed to “prove” that we can build a fun racing game. This normally includes only the basic gameplay or “mechanics” for the game without any of the glossy artwork, killer sound, frantic physics or cunning artificial intelligence.

For the Wapos Racerz Prototype, we made a little purplish-grey box that you can drive around a crazy rainbow coloured track. It’s not pretty and certainly not perfect, but it does demonstrate the technology functions like we planned. The player can drive around the track and collide with the track edges–even spin out of control.

Now that the prototype is complete our programmers and artists will be building on this to make it into a real game… but we still have a few steps to go before our game is ready to play properly.

Watch for more postings while we get ready for our next step, which is oddly named “Alpha.”

Ericka Evans,
Producer for Phantom Compass

Behind the Scenes of Long Goodbyes

SYNOPSIS

Talon and Raven learn that their dad, Alphonse, has taken a job in the big city and their family will have to move away from Wapos Bay.  This news takes Talon on a journey of self discovery as he sets off to accomplish his bucket list of things he wanted to do with his friends before they left. Raven, on the other hand, decides to take matters into her own hands with the clear goal of keeping the family in Wapos Bay.

With Jacob lined up to take the seat of Chief of Wapos Bay unopposed, Raven decides to campaign for her dad, Alphonse, to run against him and become the new Chief. Raven must creatively run the election without her dad knowing, but she believes this will convince her family to stay in Wapos Bay. With their whole world being turned upside down, Talon and Raven must join forces to keep the family together before it’s too late.

Here are some pictures of some of the things that go on behind the scenes at Wapos Bay The Movie!

Notice the detail in the work that has been done by the art department:

Check out the Director of Photography (Peter Christiansen) looking over a shot:

Catch Dennis Jackson (Director & Producer) as he lines up some puppets in one picture:

And looking over the “Wall of Storyboards” to make sure his shot will match the shot before & after in the movie:

Get a sneak peak of what’s going on in the World of Wapos Bay before you see the Movie!

Sneak Peek at “Guardians” Character Design

While Wapos Bay is in production on the movie, Wapos Wheelz! video game and eBook, the Art Department’s Amber Rees finds time to sculpt the maquette for CHUM, one of the characters of “Guardians,” Dennis Jackson’s next project.

The sculpt of CHUM is based on a concept drawing by Andrew Doll seen here:

and the detailed architecture of the maquette here:

Guardians is a sci-fi, post-apocalyptic adventure series for teen boys.’ – Dennis Jackson, Creator.

I think we’re all excited about trying something new and that’s original and that’s another creation from Dennis that we can all sink our teeth into creatively and technically because it will be a totally different thing than shooting Wapos Bay. There will be lots of action sequences, lots of robots, and lots of different terrains that I think we’ll be able to create for the show.’ –Anand Ramayya, Producer

Synopsis:  In the distant future, the Earth is reborn and nature has been replenished after a global catastrophe triggers a twenty six thousand year long ice age, the result of which has destroyed modern civilization and has brought about the extinction of ninety five percent of planetary species as we know it.  n massive bunkers built deep beneath the Earth, the Guardians, advanced machine-like androids were pre-programmed to initiate human births. The Guardians raised the children specifically to re-populate the New Earth. The oldest humans are fifteen years old and must lead the human race. They soon learn that they are not alone on the planet. They discover that an intelligent species, the Dumathar, has staked out a home world beneath the Earth’s oceans. Connected to their past, armed with advanced technology, the youth must balance the danger of repeating history and co-existing in the New World.

Guardians is in development with support from the Canada Media Fund, SaskFilm, APTN and Wapos Bay Productions.