Dev Log #1 - Meet The Crew




What’s up everyone! Welcome to our first ever Dev Log for TAGLINE!

We figured it’s time we get you guys in the loop on what’s happening with our upcoming title. We plan on releasing Dev Logs monthly moving forward, so you can get your TAGLINE fix and keep up with the title’s progress.

This is a unique dev log; not only is it our first, but it’s also the one where we get to introduce ourselves; so let’s get started!



My name is Alex Shammas (just Shammas if you like), and I'm the art lead on TAGLINE!
Art lead is a funny term to use here because the team has only 2 people in it: Myself and Oscar Painvin. Oscar is a talented game designer who I've worked with for many years. Without Oscar I wouldn't have the chance to bring my art to life like this. His drive is the reason why NOTH was founded in the first place!

I've been drawing for as long as I can remember. I've been in love with animation and writing my whole life, and eventually set my sights on the Savannah College of Art (SCAD) and Design to pursue a career in animation. Things changed when I got to the SCAD, and I realized sequential arts (comics) was a better fit for me, as I wanted a focused illustrative, conceptual art, and writing background. I have always prioritized lineart in my work; dynamic strokes and spot blacks have always been my main focuses while creating assets. Enough about me however, I want to hand this over to Oscar for a bit:



Hey everyone, I am Oscar and I work on all the gameplay and programming stuff for TAGLINE! I first went to school for game art and started off doing 3D environments and models. I instantly got captivated by the game design aspect and started all sorts of programming projects, including games but also VR and AR projects. I’ve worked on many group projects along the way and I feel like Alex and I are the best team dynamic I have ever experienced. I’m looking forward to making my best work yet!



In 2020 we both worked with a talented game jam team to create The Mutineer. 10 people came together in 48 hours to make an awesome party game set in a cartoonish, WWI battleship. We served as the game dev and art director, and published the game to steam in October of that year. The Mutineer is now free to play on steam by the way, so please check it out!



We want to save the little details of how TAGLINE came about for another time, but to put it briefly, a few summers ago Oscar came to me with a great idea that had a lot of potential. We spent our summers putting together a polished prototype for an arcade style shooter that mixed unique mechanics with a fresh art style. From the beginning we were in love with the project. It played to both of our strengths, our interests, and our vision. As it grew, we knew we had something special. This led to the creation of NOTH as a legitimized indie development company! We received funding to work full time at the beginning of this year, and since then we've focused all of our time on TAGLINE.

Hopefully this gives you a little bit of a glance as to who we are and what we're trying to do.
There's a lot of work ahead of us as we press forward; there are maps to be made, enemies to be animated, and powers to be tweaked.

That's all for now, but next time we'll have a lot more info about TAGLINE!

In the meantime, please join our growing crew on Discord! On our channel you’ll be able to hang with us, discuss the game with others, and see more of our development progress.

Cheers,
The NOTH Team

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