WHO I WAS AND WHO I AM NOW

WHO I WAS AND WHO I AM NOW

Join Rocketboots Mania on his journey through the Interactive physics based world filled with unique dynamic obstacles and plenty of puzzles to solve. Explore the multi layered maze and find out what is really at stake!

Attention! Tissues are not included!

 

Growing up on a small farm I convinced my mother to sell a horse in order to buy me a PC and started animating around the age of 12. During high school I was mainly focusing on 2D animation and was making some extra money doing flash ads on the internet. Right after graduation I started working as a 3D animator in Brno, Czech republic. Because I was relentless, determined and also really fortunate in a couple of years I achieved positions such as Animation supervisor or Animation Director and got to work on some very high profile AAA titles such as Witcher 3, Quantum Break or Angry birds Go!

 

 

My way

 

I made it. My dream was complete. For a couple of seconds at least. I began to understand I want to do more than just produce endless sets of animations for someone else. Now before I continue let me make it clear that I really value all of my employers and former colleagues, the experience I have gained could have not be gained elsewhere and I am really grateful for that. However after long and rather painful consideration I came to the conclusion that for me personally the corporate environment served its purpose and because I strongly believe the future of games and innovation lies in the hands of independent developers I have decided to start a whole new chapter in my life and start developing a game of my own.

 

 

Vision without execution is hallucination

 

The goal was clear but the plan was missing, I had zero experience but in my core I had the feeling that assured me this is a good decision. Right from the start I knew I wanted to do a game that would be revolving around movement and parkour as this was what drew me into animation originally – so the idea of Runner was born. As Thomas Edison famously said  Vision without execution is hallucinationand because every execution needs a programmer, destiny (god, the universe, call it whatever you want) made it happen that me and Petr Sovis, my partner in crime, came together just in the perfect time so we could put together our unique set of skills and bring you this parkour physics based platformer you have never dreamed about – Rocketboots Mania.

 

 

Me and Petr finaly together

 

The project is in development for 3 long years and majority of that time me and Petr have been both employed and only worked on it only during evenings and weekends. In 2017 I have decided to make a transition to half-time contract so I could devote more time to Ricky and in May 2018 we have both switched to full time development so we could release the game before the end of the year in November 2018. The project has been through many iterations and I strongly believe you will love the final result of our epic journey.

 

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