Contents: Who Are WE? - Development Of Gaggle Brains - What is Gaggle Brains!
Screenshots - Logos & titles - Cover & Poster Art - Raw Gameplay Footage
Who Are WE?
Birdmask Studio LTD is a brother & sister indie game studio based in the UK. For 2 years we've been doing GameJams and releasing on Itch.io. Gaggle Brains is our first Steam release.
Gaggle Brains is the first in a series of quick-fire, short games that we aim to develop in a one to two month cycle, based on Jams and prototypes we've done in the past.
What Is Gaggle Brains?
Genre: Action, Casual, Indie
Developed and Published By: Birdmask Studio LTD
Release date 25th February 2021
Price $2.99 / £2.09
Platform PC(Windows only)
Gaggle Brains! is the first Steam release by brother and sister team Birdmask Studio. The aim is a quick-fire puzzle game, with 16 levels and simple controls. Steer the gaggle of procedurally animated, physics-driven humans past multiple hordes of zombies.
At Birdmask Studio we aim to produce short, experimental games. Our current focus is on procedural animation and active ragdoll mechanics. We hope you have fun with this one and welcome your feedback.
- In depth colour and settings options
- 16 Levels
- Physics Driven and procedurally animated characters!
- Multiple Physical environmental obstacles and props
- Destructible Elements and levels with wrecking balls!
Joystick or WASD (For the best experience play with Gamepad)
To see more on this and our other games in development, check out our social medias for behind the scenes on our active ragdolls, game dev and more!
Development Of Gaggle Brains
Gaggle Brains is an enhanced version of our 2019 entry 'Zombie Gaggle', for the GMTK gamejam. In the new game we aim to expand what we can do with Active Ragdoll characters and Procedural Animation, to see if relatively large crowds can be physically driven, to mimic naturalistic movement - so they bump, collide, pull and drag amongst each other. Coding is used to give the movements enough structure to seem like dynamic animated characters, rather than flailing dolls.
Developing and refining the animation of active ragdolls, in order to add more complexity to the interactions the physical characters can have in basic gameplay, is our current obsession as a studio, and is something we hope to continue developing in our next titles