Tantrum Team


Kyle Tunnicliff - Founder and Lead Designer.

Kyle draws from his experience working in textiles, screen printing, and signwriting to inform his workflow from vector art to 3D model. Kyle has certification in multimedia studies, a published novel, and supplements visual art skills with digital audio composition. He is currently studying his Bachelor of I.T through Open Universities.

Himuro - Production Analyst and QA Lead.

Himuro brings decades of playtesting experience to the table, wih a practiced eye for immersion and playloop continuity. He prefers not to bask in the spotlight, but also handles much of the company's outreach.


Driving Principles

Substance
Innovation
Rectitude
Each game project we pursue begins with something that moves us. It could be art we viewed or something a person did on the street. It could be a cool moment we read about in a story or it could be something we enjoyed doing which we felt could be replicated and shared in a game. Every project, regardless of scope or theme, must begin with an inspired moment. We do not sit at a table and list out what we think might work. If an event in our lives makes us stop and appreciate it, that's a moment which might result in a game with life and purpose. Most of all, we explore how we can draw from moments that made us laugh. Humour is not a universal language, but it is a commodity with universal value.
The bottom line with game design is that nodoby is going to reinvent the wheel, and we don't want to. The industry has seen paradigm shifts like 2D to 3D mainstream focus, or from fixed orientation objects to realistic physics when Half Life 2's Source engine raised the bar for future engine design. Our focus is completely on creating a definitive player experience by exploring how familiar game mechanics and storytelling formats can be employed differently. Tolkien instigated a historical shift in fiction, but he didn't invent writing or the book. Our endgame is to become recognised as a company who finds ways to make existing and approachable game styles feel fresh and different. We want to surprise and delight our players, not make them feel unwelcome and out of place. Accessibility and ease of interpretation are key.

"It's not about thinking outside the box, it's about thinking all the way into the corners." - Kyle Tunnicliff.
As a company, we take a zero-tolerance stance on plagiarism, and by maintaining fierce loyalty to the identity of our games, we aim to carve our own niche in the public mind-space. That integral reputation starts early, even earlier than a game release. We do our best to be great people, whose ethical behaviours and consideration of others influences the culture of our games. Even in the design of our 'bad guys,' we want our players to know the game was developed with care, and a commitment to representing the identity of characters and the world accurately. It is very possible to take game development too seriously, but we err on that side of the fence, always. We never want to release a game which hasn't been taken seriously enough, because it will be lacking. We expect of ourselves to be continuously evolving. When we know we can do better, we will do better. You, the players, deserve that from us. In every game, we want to deliver a one-of-a-kind experience.
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