Witchfire Autumn 2020 Update – A Tale of Two Milestones
Ye olde trusted candid development report! With quotes! Okay, one quote.
Two important milestones behind us, one of which is a story of happiness, and the other a warning and a lesson. Going with the idea of altering between making systems and let’s have a new playable, after a few weeks of the former we’ve decided to make another internal demo. To be clear, it’s never […]
Witchfire Development Update: Summer 2020
It's done when it's done but when is it done?
Playdead, a Danish game developer, released Limbo in 2010. It took them six years to make the next game, Inside. It’s been four years since then, and we still don’t even know the title of their next project. Frictional, a Swedish game developer, released Amnesia: Dark Descend in 2010. It took them five years to […]
Come Midnight, Part II
Videos, art and documents of the hard boiled horror forever lost.
In part one, I talked about the birth of Come Midnight. This here second, final part is about its life and death. Time to open the floodgates and see what we’ve managed to do during the year and a half or so of the development. Here are the documents, art and videos! Lets start with […]
Come Midnight, Part I
The best hard boiled horror action-adventure you never had a chance to play.
The work on Witchfire continues, but there’s nothing to show for now unless you like heavy spoilers that don’t even look good because it’s all work in progress. So, I figured… Since most people prefer the entire saga, here we go. Painkiller didn’t make us rich. It was made for a flat fee, an embarrassingly […]
When a Game Developer Looks for a Composer...
An unsolicited advice on the best ways an artist can contact a studio looking for a composer.
We like the idea of a studio being 100% responsible for their creation. Just a couple of guys and their ideas brought to life. But – we also know that gamers, especially of the hardcore kind, are knowledgeable. So one day we just sent out a tweet asking if there’s a track that people feel […]
What It Takes to Make a Reload Animation in Witchfire
It's certainly more than we anticipated.
One day, during the late stage of the development of Bulletstorm, I wanted to add a small new feature to the game. The Epic’s producer, Tanya, rolled her eyes and told me it’s not possible, we’re out of time. I felt it was a really important feature and pushed for it. “I only need one […]
Damage Numbers and Health Bars ….Why?!
An in-depth look at the way damage numbers and health bars help with decision making.
Until we got this work-in-progress video out, I had no idea there’s a group of people who truly despise damage numbers and health bars. I kind of get it. These are external, non-diegetic elements of a game. They must ruin the immersion, right? But …so should, say, game music. It’s also external and non-diegetic. It’s […]
Snapshot: January 2020
Monsters, weapons, animal skulls, mood pieces and mocap.
Updates have become irregular, meaning we’re busy making the game. So that’s a good thing, I guess. On the other hand, we don’t want to work in a vacuum, so let me share some of the work we did in January. I mean “some”, because the rest is either nothing really that presentable – tools, […]
The Controversy of Looter Shooters, and is Witchfire One?
A short talk on what's good and what's bad about the looters shooters, and addressing the elephant in the room.
I asked a few people how they define a looter shooter and each gave me a different answer. “A game about amassing loot”, “A power-up/levelling grind”, “a shooter with RPG elements”. They’re all right. You can find such a definition on Wikipedia: Loot shooters are shooter games where the player’s overarching goal is the accumulation […]