The Ball is an indie singleplay action/puzzle game, on Unreal Engine 3, for PC. Innovative physics driven gameplay. The game will be released in fall 2010 and is published by Tripwire Interactive.




July 26th, 2010

Mystery Monday!

We are proud to announce Mystery Monday, and its accompanying contest! Mystery Monday is all about the story behind The Ball. Where does this adventure take place? When did it take place? Who is the player?

What happened to him after he discovered this mysterious hidden world? How did the world react to his discovery? Is history as we know it truly what happened, or is there more to it? Who really built the pyramids of Giza? How come the Maya had such an accurate calendar? And how does the Ball tie into all of this? We will be revealing a tiny bit of the puzzle every Monday from today all the way to the release of the game!

Tied into Mystery Monday is a contest. In every piece of the puzzle a word has been hidden. Find all the hidden words, and you may win an Ipad and several other awesome prizes! It is a treasure hunt!

The rules and more information can be found here.

The first piece of the puzzle will be released in about an hour on our Official Game Group on Steam!

July 23rd, 2010

Developer Friday – Hongman Leung

In this week’s Developer Friday we have a talk with Hongman Leung, who has single handedly animated pretty much all the enemies in the game!
  • Who are you and what do you do on “The Ball”?
  • Hey, I’m Hongman Leung, 28, from the United States, and have been an animator in the game industry for about 6 years now. I’ve contributed some free time outside of work to help out the team with rigging and animations.

  • When and how did you join the team?
  • Early January of ‘09, I begged and pleaded to Hourences to see if I could join the team when I saw a posting on BeyondUnreal that he was looking for an animator.

  • How did you start out with animating?
  • Back in high school, I thought I was going to be a game programmer. I tried teaching myself C, C++, Basic, UnrealScript, etc for a while… but the programmy concepts never stuck with me. So when it was time to choose a college, I said eff it, and went to an art school to pursue the art side of gaming.

  • What has been the most challenging thing you have done on the game?
  • Indirectly on the game, I found rigging and animating in Max challenging. When animating in Maya for so long, it’s hard to switch back to Max!

  • What do you like the most about the game?
  • The animations ;)
    More seriously, I love the art direction. Just look at the screenshots! The game looks fantabulous.

July 21st, 2010

Workaholic Wednesday

Something new! Another weekly event! Every Wednesday from today until release (and most likely beyond), will be Workaholic Wednesday, where we will give you an insight into a small selection of the things that are currently going on in our team. What we are working on, changing, adding, or fixing!
  • Kevin is almost done with his new Survival level “Amini”. As soon as he is done Mario will take over and script the traps and waves of enemies. Since we try to give every Survival level its own unique element, we are currently looking for something cool and memorable that can we can add to the level. The new level is our 4th Survival level, and it is set in a Teotl style golden city environment.
  • Arthur did further fixes to our installer. There were some trouble with getting the installer to run properly when you weren’t logged on with an administrator account but we believe we now fixed that.
  • Markus A. has been working on hard on fixing up and redoing our AI code. Mummies now attempt to evade the Ball for example.
  • James added support for gradually increasing the glow of the Ball in the last level. The closer you go to the end, the more the Ball glows.
  • Anton fixed a few dozen small and big level problems.
  • Sjoerd and Markus P. are working on artwork for our Steam pages, and Markus is redoing our loading screen.
  • And in the category “Nice Bugs”, we just reduced the size of the game by a whopping 190 MB by simply moving one small piece of the interface to another package! That little thing actually referenced the entire game! Since it was part of a “Startup Package” (a package that is always loaded – high priority content), it had a major impact on everything.

July 16th, 2010

Developer Friday – Dan Banefelt

Little later than usual, it has been a busy day, but here is the next Developer Friday! Dan Banefelt has been responsible for many memorable parts of the game, including the large pyramids of Hueca, and the tower at the end of Cahua!

For those of you who are new: every friday we interview one of our developers. Gets you an idea on what is going on behind the scenes, and it gives us some recognition :)

  • Who are you and what do you do on “The Ball”?
  • Hai! I’m Dan Banefelt, and I’ve been doing level design and level scripting for the game. I’m originally from Sweden, and I was a local game dev student when I joined the team, but I am now working for a large developer down in Berlin and I am trying to find some time here and there in between to continue help out with the release of The Ball.

  • When and how did you join the team?
  • I joined the team a little more than a year ago (huhu, time goes fast!). I was studying game design at the time at a school in Stockholm and I already knew Sjoerd from the modding and Unreal design community. I was lucky enough to have him as a teacher during an Unreal Engine course, and since I had been using the engine for many years already I ended up working on The Ball rather than the regular school assignments. Things went well and soon I was a full team member!

  • How did you start out with level design?
  • I still remember the very first time I opened up the Unreal editor… it was a long time ago. I just played through the first Unreal single player game. Basically, it’s thanks to this game that I am now doing what I do, and loving it. The amazing worlds presented got me hooked within minutes. After many, many failed attempts, I eventually found myself creating full, playable levels for different engines and types of players, and I still am to this day.

  • What has been the most challenging thing you have done on the game?
  • For me I guess it has been the responsibility of creating full areas, everything included (art, lighting, design, scripting, and even sound). Not only does it require deep knowledge in different fields of development – it’s also a very different workflow from working in a bigger team/project, where you must often rely on your colleagues to reach the expected quality. Don’t get me wrong though, this is also one of the most fun and interesting aspects of working on a game like this, and it really brings out the perfectionist in people. It does sometimes get stressful but it’s extremely rewarding in the end.

  • What do you like the most about the game?
  • There are a couple of things that I absolutely love about The Ball. First of all it’s not half assed. It aims for a low scope but it does what it does very, very well. This is something I feel many of today’s games do wrong, trying to cram too much in there instead of finding something that works, and aim for perfect execution. Secondly, I’m a huge fan of atmospheric games like this (I grew up with games like Unreal and Myst). Good soundscapes, interesting environments that tell a story and some cool music and I’m sold!

July 13th, 2010

Modders Come Full Circle – Tripwire Interactive to Publish MSU Prize Winner – The Ball

Roswell, GA, July 13, 2010: Tripwire Interactive is delighted to announce that it will be publishing Teotl Studios’ first person puzzle-adventure game, The Ball, through Steam and in stores world-wide. The Ball won multiple top prizes in Epic’s latest “Make Something Unreal” contest and is now following in the footsteps of Tripwire’s own Red Orchestra in making the leap from mod to full commercial release. Providing an experience far beyond what the mod offered the commercial release of the ball is highly enhanced and expanded featuring a full 6 hours of single-player gameplay.

“Tripwire Interactive is a perfect match for us” says Sjoerd De Jong, founder of Teotl Studios. “We are thrilled to work with them and are confident this deal will help us maximize the potential of our game.”

“When we first tried The Ball we knew this was exactly the type of game we would like to publish – fun, creative and a blast to play” said John Gibson, President of Tripwire Interactive. “This is all the more exciting for us as the winner of the previous ‘Make Something Unreal’ contest to have the opportunity to help a winner from the latest MSU contest take their game commercial.”

About the game:
The Ball is a first person action-adventure game featuring a full single-player experience built on Epic’s Unreal™ Engine 3 technology. As a swashbuckling archaeologist working on the slopes of a dormant volcano somewhere in Mexico, you get stuck in a cavern. It doesn’t take long before you realize this is more than just a cave. You reveal ancient ruins that have been hidden from outsiders for centuries and discover a mysterious artifact, a gold and metal shelled Ball. As you progress towards solving the mystery of this amazing place you must unlock the secrets of The Ball and learn to control this ancient artifact. You will also start to encounter not just puzzles and traps, but also various strange creatures – the guardians of this mystery. These creatures also have to be overcome, using only The Ball to defend you. Venturing deeper into the volcano, you reveal some of mankind’s greatest secrets…

Key features:

  • Six hours of single-player adventure
  • Game mechanics that are very simple to pick up, immersing the user in the physics-based gameplay right from the start
  • 8 huge levels to explore
  • Includes bonus Survival game mode, with 3 additional levels
  • Wide range of enemies to overcome, including mummies, an undead gorilla and boss characters
  • Unique vehicles – an underground train and the mysterious “Ball Chariot”
  • More than 30 secrets hidden away to be discovered, as well as multiple achievements for the player to earn
  • Steamworks™ features including achievements and leaderboards

The game will be available on Steam and in stores from Fall 2010. For further information on the game, visit the game website: http://www.theballthegame.com/.

About Tripwire Interactive
Based in Roswell, Georgia, Tripwire Interactive is an entertainment software developer and publisher founded in 2005 by the award winning mod team and winners of the 2004 edition of the “$1,000,000 Make Something Unreal” competition. Released in early 2006, Tripwire Interactive’s debut retail title Red Orchestra: Ostfront 41-45 achieved both critical and commercial success garnering several awards including “Multiplayer Game of the Year” and “FPS of the Year” for 2006. Killing Floor, Tripwire’s second title, jumped straight to the top of the Steam best-seller list and instantly became one of the top-ten most played FPS games in the world. With some of the most played PC Multiplayer games on the market and over 1,000,000 units sold on PC, Tripwire Interactive have proven that with hard work, determination, and great distribution partners, independent game developers can still make a big splash in the games industry. For more information visit Tripwire Interactive’s website at www.tripwireinteractive.com.

About Teotl Studios
Based in Vittinge, Sweden, Teotl Studios is a game development start-up focused on creating quality and immersive single player experiences. The staff is a unique mix of seasoned veterans and talented enthusiasts.

The studio’s first title, The Ball, started out as a critically acclaimed mod. It came second in the 2010 edition of Epic Games’ “$1,000,000 Make Something Unreal” competition, and also secured ModDB’s “Best Singleplayer Mod of 2008″ award. Recently the game was awarded funding by the Nordic Game Program, an initiative from the Scandinavian governments to promote and support regional game development. With the full version of The Ball, Teotl Studios aims to continue this success and present the world with an atmospheric, memorable, and above all fun experience.

July 9th, 2010

Developer Friday – Markus Palviainen

This weeks Developer Friday is devoted to Markus Palviainen, our lead artist and the one responsible for the Ball and weapon models for one.
  • Who are you and what do you do on “The Ball”?
  • My name is Markus Palviainen, and I am 28 years young. I do mostly artwork for The Ball, anything from environmental pieces to characters and UI, but I have also done some kismet scripting and level work.

  • When and how did you join the team?
  • I joined the team in summer 2008. I got introduced to Sjoerd through my friend Bart (sensei Pestibug). I was studying 3d art at the moment and thought it would be a great opportunity to learn more about game development.

  • How did you start out with game development?
  • Well at first I thought I wanted to be a network technician, but after studying in Gothenburg for a while in 2006, I figured out it wasn’t my calling. I got in touch with Pestibug on irc and he showed me what could be done in 3d. I was really inspired and started teaching myself. Well not all by myself, I got got a lot of information and help from Polycount (great forum for artists!). Eventually I got accepted into the School of Future Entertainment, a game development education here in Sweden.

  • What has been the most challenging thing you have done on the game?
  • I would say either Unreal Kismet or UI scene editor. There have been moments where I was close to massacre my computer, and let’s leave it at that.

  • What do you like the most about the game?
  • The environments are beautiful! I enjoy just walking around and exploring the areas, finding the secrets hidden in the game.

July 7th, 2010

10 Mad Days of Screenshots – Day 10

The last day of our screenshot special! We hope you liked the screenshots that we’ve presented in the past one and a half week!

A mummy storming at the player in one of the golden cities of Teotl, with blood covering the screen from previous kills!

As added bonus, we have also replaced all of the old screenshots on our media page with brand new ones! Have a look at our refurbished Media Page.

And there is more… Soon!

July 6th, 2010

10 Mad Days of Screenshots – Day 9

IX!

A Tlaloc accompanied by a couple of mummies on the roof of the Tower of Cahua. Complete the Tower of Cahua to gain accesss to a raft, and travel deep into the very heart of the volcano!
July 5th, 2010

10 Mad Days of Screenshots – Day 8

# 8!

A cool action shot of Survival, showing the worm towering in the background, and a bug attacking upclose.
July 4th, 2010

10 Mad Days of Screenshots – Day 7

7/10!

A new shot of our undead gorilla! This massive beast guards the Waterfall Bridge at the end of Teotl, ensuring that only the worthy can set foot in the sacred drylands of Hueca.
July 3rd, 2010

10 Mad Days of Screenshots – Day 6

Six!

An unfinished room in the final level of the game. The construction was abandoned when the civil war broke out. Little trains used to deliver the raw material to the construction site, as workers excavated caves deep inside the “Pico del Miedo” as the volcano is known nowadays.
July 2nd, 2010

Developer Friday – Mario Marquardt

This weeks Developer Friday is devoted to Mario Marquardt, one of our German level designers/artists.
  • Who are you and what do you do on “The Ball”?
  • I’m Mario Marquardt, 25 and from Germany where I’m currently doing an IT apprenticeship. I’m mostly doing level design for The Ball, although I have been working on some of the puzzle scripts in Kismet as well and I made some of the static meshes you see in the game, too. But if I had to name just one thing it would be level design.

  • When and how did you join the team?
  • It pretty much started in early 2009 when Sjoerd asked me if I wanted to make a level for the Survival game mode. Since I was already a huge fan of the mod, the decision was pretty much a no-brainer and the result was “Teniza”. Soon after that I made “Atica” before I moved on to contributing to the Campaign as well.

  • How did you start out with level design?
  • I started with level design because I have always been fascinated with the artistic aspect of games. While I always enjoyed playing games I guess I almost liked walking around maps and seeing all the details and enjoying the environment better than just playing. So I gave it a try in the original Unreal Tournament and got hooked right away. Since then I’ve made levels for several games and on different game engines as well but kept coming back to Unreal =)

  • What has been the most challenging thing you have done on the game?
  • That would be the train rides and the train station in Oztoc 1 and 2. It was a pretty big part of the original content I had to replace and a lot bigger than the Survival levels I had done before or my levels for the UT series. It also required a different kind of attention because everything had to fit in with the rest of the level that was made by someone else. So that was definitely challenging but fun nevertheless.

  • What do you like the most about the game?
  • The atmosphere! This is something that captivated me right from the start. Everything just seems to have mystery and adventure written all over it in capital letters and that’s what makes it fun. You’re literally stumbling into this strange place and it feels otherworldly and dangerous but entices you to go on at the same time. To me, it has a good bit of the old school feel I’d like to see in today’s games more often =)

July 2nd, 2010

10 Mad Days of Screenshots – Day 5

The fifth day! We are halfway.

One of the fearsome worms that guard the three pyramids of Hueca. This is the first place in the game where you get to use electricity to kill things!
July 1st, 2010

10 Mad Days of Screenshots – Day 4

Day four, six more to go!

An atmospheric shot of “The King”, taken in the basement of one of the three massive pyramids of Hueca. This mysterious ruler follows the player throughout his journey. Who is he? Why does he follows the player?

Developer Friday tomorrow.

June 30th, 2010

10 Mad Days Of Screenshots – Day 3

Day three!

Two armored Tlalocs battling fire in the final level of the game! These fierce beasts are the guardians of Cahua. To solve the riddle of the Ball you must defeat these vicious overlords!
June 29th, 2010

10 Mad Days Of Screenshots – Day 2

Day two of our ten day screenshot special.

The Nail Room in the Oztoc level. Charge up the Ball with nails, and release them to temporarily turn it into a giant frag grenade, instantly killing any mummy that was unfortunate enough to be within range!
June 28th, 2010

10 Mad Days Of Screenshots – Day 1

Over the next 10 days we will be posting one cool new screenshot a day!

An environment shot of the revamped Teotl I City Square. The lush cities of Teotl were once the heart of this hidden world, but beware, for the beauty of this place hides horrific perils. Destroy the crystal and tremble as the city comes back to life!
June 25th, 2010

Developer Friday – Arthur Denardou

The second Developer Friday! Every Friday, and all the way to the release of the game, we post a little interview with someone who works, or has worked, on the game. Who are they and what have they done on the game? This week’s interviewee is Arthur Denardou, one of our programmers.
  • Who are you and what do you do on “The Ball”?
  • Hi, I am Arthur Denardou, I’m an engineering student from France, and also a Programmer for The Ball. I have been mainly working on the visual effects programming, the installer, and the achievements.

  • When and how did you join the team?
  • I joined the team quite recently, in March, after I heard that the project was looking for an additional programmer. I sent an apply, and after a small test, I discussed with Hourences and Markus Arvidsson, and everything went very well from that point, and I had the opportunity to get my hands dirty right away.

  • How did you start out with programming?
  • I started programming 6 years ago, with some PHP, but I only started to take things seriously 3 years ago when I started learning C/C++. I continued by studying OpenGL, and I developed a VJing application, being a VideoJockey myself. More recently, I got into UnrealScript after Epic Games had launched the UDK.

  • What has been the most challenging thing you have done on the game?
  • When it comes to programming, a small bug can be very challenging when it is overwhelmed by thousands of lines of code, but I think that, so far, the installer wins in number of headaches :)

  • What do you like the most about the game?
  • Crushing mummies!! That’s really awesome, but I also appreciate taking a walk in this volcano, watching all around, it’s very relaxing.

June 18th, 2010

Developer Friday – Anton Botvalde

This is the first of many Developer Fridays to come. Every Friday we will post a little interview with someone who works or has worked on the game. Who are they and what have they done on the game! We will kick off with Anton Botvalde, one of the first people who got involved in the development of the game back in 2008.
  • Who are you and what do/did you do on “The Ball”?
  • My name is Anton Botvalde, I’m from Sweden and I’m 22 years old. I am currently studying computer engineering at Lund University. My main responsibility for The Ball is scripting the gameplay in the various levels, but I have also done puzzle/game play design as well as bug hunting.

  • When and how did you join the team?
  • I was one of the first (if not the first?) to join the team. This was during the summer of 2008. During the winter of 2008 I started to talk with Sjoerd on irc about level design and games in general. When the Make Something Unreal Contest was announced I told Sjoerd that if he was going to do something he had to let me be a part of it. And well the rest is history :)

  • How did you start out with level scripting?
  • I have always been interested in programming and games in general.When I started in high school I started programming and made my own simple games. Later on I got interested in level design and found my way into scripting that way.
  • What has been the most challenging thing you have done on the game?
  • I think that has to be the first version of Survival, our alternative game mode. I made it entirely myself in Kismet, the level scripting tool, which was fun but challenging. Before I officially started working on The Ball I was doing semi research of what we actually needed to get the levels working, that was a fun but challenging time as well, since everything was completely new for me.

  • What do you like the most about the game?
  • I really like our environments, they really feel unique. And I also like that game really feels unique, I haven’t played any game like it! I think that all people who buy it won’t regret it! ;)

June 17th, 2010

9 Ways to kill a mummy!

As promised, a new video! Last weeks video was mainly about setting the mood and giving you an idea of the atmosphere of our game, this weeks video is all about action and killing mummies.

It also gives you a first look at some features we’ve never shown before, such as the Nail Ball and the Oil ball.

Tomorrow we will kick off new weekly event Developer Friday!



  • September 2010
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