Grammarian is the legendary developer of games for mobile and PC.
The company was founded in 2012 and has been consistently striving to create the best games ever.
In 2015 Grammarian decided to expand on its portfolio and began to develop top-notch games for consoles.
They have their fans around the world.
Diversify The Game is a fun 5-minute game.
Find out what can you do in the game with the two different heroes.
The game’s mechanics were developed in cooperation with students of the Faculty of Design and Media at the P.J. Šafárik University in Košice.
Playing Grammarian games will let you discover the secrets of the creation of great games!
How to install the game:
To download the game you need to have a Google account.
You will receive an email with your registration link.
Download the game to the phone or tablet, launch the game and allow the installation.
Features:
Multiplayer (Connect with local players)
Play against computer opponents
Very easy and intuitive interface
You can unlock achievements and get badges and scores
You can find your friends and join their games
You can share games with friends on social networks (Facebook, Google+, etc.)
Grammarian games start with the main plot and end with a conclusion
In-game help
Screen and video recorder
We hope you love our games as much as we do! Thank you for your attention.
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Cube Chase:
How do I play Cube Chase?
Rules:
Before we begin, let me go over what is required and what is NOT allowed when playing this awesome game.
- Spheres are used to shoot the Cube.
- The Cube is placed into the center of the playing area.
- The player should be in first place
- If the Square or Triangle hit the Cube, then the player is out.
On the Green Box:
This game requires that you have a light source in the room. There needs to be some sort of glow or vision of the room. For example, if the room is dark and has nothing in it, the game will not work. Also, the room should be large enough to play in, and have room for everything else to be placed.
Here’s a quick YouTube video demonstrating the setup:
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A message from the developers:
We don’t think we need to give a long explanation on why we decided to make Venetian Mirage. We needed a project for our foundation in order to practice our design and programming skills.
But more than that, and at the same time, this was a challenge for us. This project had to be a risk, but also something that would bring results.
We knew it would take a great deal of time, effort, and dedication. Which is why we put all of our energy in this project to give the game the most complete and polished you can ever expect from our work.
Venetian Mirage is not only a game, it’s our life, our journey of creating a game for the first time.
In the end, we are very grateful for all of your support and feedback in this process.
A message from the artists
When we started developing a game for the first time, we were more or less clueless. We asked ourselves: “How would a great story happen in a city environment?” After all, we designed a game that was focused on a common group of people, but what if a game for specialists or a game for women, not just men, had a great story to tell.
That’s how we came up with the concept of Venetian Mirage.
For you to understand the story we’re trying to tell with this game, I think the best way to present it is by describing how the artists came up with their part of this puzzle and its overall approach.
I’m going to explain that from a very unique perspective because this is the first time I speak publicly about this topic.
We started with our characters. A lot of them were designed from scratch, but some of them were based on our logo, and we went in a direction that was consistent with it.
Think about Venice for a moment. People who live there, people who come to visit there, and those who just are interested and don’t know anything about the city: they are all convinced that the city is filled with millionaires, with high-end shops, and with beautiful houses. But the city also has some of the most interesting and hidden places.
It has its own unique culture that cannot be described in words. It has a way of living that is so different from what you can experience anywhere else in the
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One page Cheburashka Mask Hat prototype.
I was initially interested in creating a pseudo 3D mask that you would wear, and I was also very keen on building a full cut-out mask. When I started to look for a solution I remembered using Cut-O-Dile to rip off traces and templates from T-shirts and shirts to make a mask. My prototype from the start had only a small cut-out for a nose and cut holes for eyes, but was pretty close to the final result you see in the photos. After two days of priming and painting I finally started to mould and cut bits and pieces.
I put a lot of effort into making my mask sturdy without applying too much color, or giving the impression of a fragile and shiny surface. At the end of the day, though, I really liked the way it turned out so I decided to go with it.
To initially get the proportions right, I used Poser. I gave the head a total of 74 point give-away points, and a very thin, curved, rigid shape for the body. I managed to get four of them correct (two front and two sides) by ear. The body and the arms were programmed to have a scaling to 19.5cm. I went with a “thin” size of 0.25, and used the default shrink and reshape function for the face. For the body I used a size of 0.11. I added edges to the sides by hand.
The design was very simple, and at the time I had only the basic shapes in mind. I had to cut out more pieces in the end, but I don’t think anyone will notice.
After almost a year working on this I realized I had a design all figured out, I just needed to keep it simple. I made some last minute adjustments and worked out the final sketch. The most important change was the way I widened the eyes. I redesigned the shape for the pupils and enlarged the lenses. During one late night I decided to go for a high-quality scan, which turned out to be a very good decision.
In January 2011 I was ready to start making resin. I had already been using ZBrush to get the hard-parts prepared, and I was equally happy with the results on my ZBrush works (the softmasks from 2012). However, I wanted a big file that would be easy to handle, and
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Call of War will throw you into a World War II-inspired MMO strategy universe in which you must expand your territory and amass resources to conquer the world. Every move counts!
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As an attacker, you will be notified when you have close enough proximity to your enemy. Will you attack immediately, or use your resources to find a more strategic and economical avenue of attack?
Conversely, as a defender, you will be notified when an attacker is within the radius of your fire. Will you protect yourself, or run for cover as fast as you can?
Additionally, Call of War will be incorporating game mechanics to reward players for their actions to keep the player progression exciting for both the attackers and defenders.
Description
Call of War is a fun-addicting MMO strategy game inspired in the World War II, where players battle against each other trying to gather resources, build bases, raise armies and destroy each other.
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-Global War: Basic Combat Only, no Town-Defense, no Economy
-Single Player & Multiplayer Mod Support
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