Red Rampant is first person narrative video game set during Robert the Bruce’s successful wrestle for the Scottish crown. A guerrilla campaign against the medieval world’s greatest military force amid sharpening knives in every shifting shadow as Bruce’s ego makes enemies in every corner of the country.
Detaching yourself from the romance and emotional connection with this, the most supreme of underdog tales, it’s difficult to not rationally conclude that this was simply not only improbable but downright impossible… and yet it happened.
Somehow the impossible happened, not in an instant but through the culmination of a thousand micro victories and bruised arms holding strong. Whilst Bruce, his loyal followers and a healthy serving of luck are accredited in the history books, it was the player, a boy-turning-man from a hamlet, who made this unfeasible scenario possible.
The default outcome of our narrative is crushing annihilation for the fledgling Scottish rebellion, but through the enigmatic rewind drug, gifted by the shrouded figure of The Alchemist, the player can literally reverse defeat and steal victory. Splintering the static timeline into many dispersing shards, some promising hope and others the blackest doom.
Our ambition through this project is to fashion a sprawling vessel for beautiful minds to flower, to blend into a bouquet with a thistle proudly front and centre. A proudly Scottish creative arts company formed by two dreamers after a chance New Year's Eve meeting, boundless ambition and hard graft means the time to share Red Rampant draws closer.
We want to tell stories that make a splash and stick. The tales that stay with you because they reconsidered the expected. Something that is summed up best by the line in one of our songs:
“I seek to tweak the recipes of what we all eat, and say Bon Appetit.”
At its height, we were managing a four strong environment design team, three animators, a UI designer and three coders. This was complemented by a cast of voice actors who breathed life into our characters and a sound designer to tune their fine performances while sprinkling SFX into the demo. Other long-term collaborators include; Strikefight, professional fight choreographers who lent their expertise developing our combat system, and Fiona Watson - the expert historian who is specialised in Robert the Bruce, the figurehead of this time period and the wider narrative of the game.
Filling out the rest of our listed collaborators include 6 artists, designers, and programmers from Abertay University, a 3D Artist from DMU, 2 other 3D artists, and a narrative writer. All-in-all, this totals to 32 people over a year and a half, all under the direction of the 2 co-founders - Jake and Chris.
Abertay University has provided invaluable guidance for over a year now, helping us see with clarity the path we're heading down. Their advice has not only brought us to some useful perspectives, but Abertay sourced our first team of coders and all of them are still working with us to this day. We can't thank them enough for their faith in our project and who we are as people. We consider ourselves lucky to be working with Abertay with it's reputation as leaders in moulding the next generation in game design talent.