Shred Nebula Reviews
"This title was obviously built by folks who are passionate about games. If their awesome logoóan x-ray of an Atari 2600 joystick piercing a skullódoesnít prove that, then Shred Nebulaís addictive multiplayer should."
- Team Xbox
"... Shred Nebula could be just the game youíve been waiting for."
- NZ Gamer
"... definitely worth a look for shooter fans!"
- 360 Evolved
"Think Street Fighter meets Asteroids and your beginning to understand the concept."
"Shred Nebula is a fun and enjoyable shooter. Multiplayer is where itís really at and is a worthy addition to your XBLA collection."
- VG Reloaded
VG Reloaded Awarded Shred Nebula as 8.0
Betrothal: Shred Nebula: Review And Contest!
"Letís dispense with the usual Asteroids or Defender comparisonsÖ Itís an insult to the complexity and dynamics of the game. On the surface it would appear to be similar, however the level of gameplay, detail and interaction is far deeper than any of itís grandparents."
To celebrate it's launch they are also running a contest to see what you players think.
Game Career Guide Posts Article
Shred Nebula Design Documents Released
Today we released Shred Nebula design documents. This is a rarity in the industry. James Goddard said the following:
In November 2006, the team at CrunchTime Games Inc. had a massive task to accomplish: Successfully pitch Microsoft an Xbox LIVE Arcade game made by a handful of first time programmers and artists (some of which were still students), with only one experienced pro leading the way from his converted garage in Chandler Arizona.
On September 3, 2008, Shred Nebula will launch on Xbox LIVE Arcade servers, completing that goal and dream of the men and women that dared to take on such a wildcard challenge.
Doing a Pitch for a new game idea never gets any easier. It does not matter how much experience you have or if it is your first game idea, selling a concept to others is tough! A major challenge for students and aspiring game developers is finding legitimate reference on how this process works by seeing real design docs from released games. The Game Industry is loaded with NDA's and other secretive philosophies that make it tough for us as an industry to A) Help the future designers/developers have solid reference to learn from and B) Strengthen the trade of "planning/game design" and progress it as a technical art form through sharing and innovation.
I personally have created many detailed design documents and high-end pitches for the games I have worked on over the last 17 years as a Lead Designer, Director and Character Gameplay Programmer - all of which are stuck under NDA blanket and therefore hidden away from those who could greatly benefit from the experience.
Now I own a company (CrunchTime Games Inc.) and the IP, it is my please to finally release this kind of documentation from our game Shred Nebula Xbox LIVE Arcade (XBLA)! On 9/3/08 in conjunction with the launch of Shred Nebula on XBLA servers, we are releasing the Pitch Document used to get the game green lit for XBLA and a 60 Seconds of Gameplay Essay required for submission and approval. These will be found at www.shrednebula.com
What makes these documents special is the way they are created, using a technique I call "Visual Game Design" that I was fortunate enough to adapt over the years, reflecting on experiences of working with the Japanese early in my career.
CrunchTime Games Inc. is very excited to offer this reference to the vast communities of aspiring developers, students, educators and peer in the industry, showing how we tackled the task of Pitching Shred Nebula (aka R.I.P. ROCKET) back in 2006. We hope this open sharing sets a standard for others in the industry - our game is done, there is no reason to keep these secret at the expense of helping our future developers and sharing some design "know-how" within our industry.
CrunchTime Games Inc.
Shred Nebula Released
Releasing Wednesday, September 3rd 2008
We will be releasing the documentation used to Pitch Shred Nebula to Microsoft and some other top secret design files associated with the title. This will all happen at 12:00 PM Pacific Standard Time the day of Shred Nebula's launch on Xbox Live Arcade, September 3rd 2008. Above is a small preview of the documents.
1-UP: Hands on Preview of Shred Nebula
Offical Trailer 2 Released
Two New Ships Revealed!
Today on X-Play, James Goddard made 2 Major Announcements
1. Shred Nebula Tournament:On an exclusive webcast, Goddard revealed the company was in the midst of planning a major Shred Nebula tournament with the goal of raising $50,000 in cash prizes for top players. Goddard is no stranger to running competitive tournaments, at just 23 years old in 1991 he organized, promoted and personally ran Capcom USA's first Official California Street Fighter II Tournament where the top player took home a Street Fighter II machine. Much like that effort, Goddard plans to involve the future Shred Nebula community in creating the most competitive and fair rule set to hold tournaments on Shred Nebula and plans to personally divert some of the sales revenue to raise the $50,000 target goal while looking for the right sponsors to help with securing the venue and vast number of Xbox 360's needed to hold this event. Goddard has stated that Shred Nebula's deathmatch and deep gameplay system in all modes was built from day one with this in mind while leaving lots of fun and casual play for all player types. More details are scheduled to be revealed within the next few weeks somewhere around the games launch on September 3, 2008 on Xbox LIVE Arcade.
2. Shred Nebula Design Documents:On the live show, Goddard completed the interview by stating that CrunchTime Games was very pro helping up and coming designers how to design games, therefore they would be releasing the documentation used to Pitch Shred Nebula to Microsoft and some other top secret design files associated with the title. Goddard went on to state that the industry keeps these documents secret for no reason after a game ships and could be helping new comers by showing them how it works. Goddard and co-owner of CrunchTime Games David Winstead combined have 35 years of experience and are documentation experts originally trained in Japanese style design techniques, they both have plans for this to be the start of a series of major step towards helping the rapidly growing homebrew and academic communities by sharing this information freely and changing the way the industry handles helping the up and coming developers. Goddard personally is dedicating this gift to everyone interested in doing games for the XNA Creators Club on the Xbox 360 along with anyone who has dreamed of designing their own game. The Shred Nebula documents will be released on www.shrednebula.com at 12pm PST on September 3rd, 2008, just hours after the game launches on Xbox LIVEArcade.
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New Site Launched (again?!)
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Shred Nebula XBLA Hands-on Preview
1up.com In-depth Fighting Vs. Space Shooter Interview!!
IGN Shred Nebula Interview!
IGN: What is being done to ensure that the multiplayer game isn't just another arena style shooter?
James Goddard: In creating this game, we looked at all the games we like that are 'frag' based and asked the question: Why don't any of these offer unique characters with their own special weapons? Why do all of these primarily share the same ammo/weapon pool? The answer is because it is really freaking hard to make fighting style approach work in frag based games. We have worked through that difficulty and Shred Nebula will provide you with truly unique ships with their own weapons, specials and abilities.
Xbox360Fanboy covers Shred Nebula!
"We recently got a chance to talk with James Goddard of CrunchTime Games, creators of the upcoming Xbox Live Arcade game Shred Nebula. A shooter of a different sort, Shred Nebula is attacking the shooter genre from a different angle than all the Geometry Wars clones (which are really RoboTron clones anyway) to give gamers a new experience."
GameSpot reveals Shred Nebula
GameSpot Announces CrunchTime Games