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Redesigning Weapons

From WW1 to dark fantasy

Missed the last entry due to national holidays but we’re back with another dear diary. A great thing happened that last week, though. Making Witchfire is super hard. It’s a project, uhm, quite big for a team this small. Painkiller was done, on average, by sixteen people: we started with eleven, but ended up with […]

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Snapshot: April 2019

Here’s what on our screens today: As always, my screen is email and playtests, but here’s something I needed to look at today: the concept art for the musketeer. The reason I had to check it out was to… …compare it to the in-game model. Any character in any video game has three forms: the […]

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Is Witchfire the Next Painkiller?

No. Saved you a click.

Some people who work on Witchfire were the creative force behind Painkiller. I guess this is one of the reasons we’re seeing this a lot of hope – be it in YouTube or Reddit comments – that our new project is basically Painkiller 2. So to make matters clear, let me use this week’s entry […]

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It'll be Done when It's Done

...but also, a short WIP video!

I was to give one, just one advice to an indie developer, it’d be: Never commit to a date. I’ve made the mistake of committing to a date many times. “Anyone can err, but only the fool persists in his fault”, said Cicero. Facing the facts, I am, apparently, not the smartest man on the […]

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The Secrets of FoV

A word or two on something that should make a few PC players happy...

From the folks at AMD, recently we got a wonderful gift – a brand new ultrawide LG monitor – that turned out to be both a blessing and a curse. The blessing part is easy. Witchfire looks fantastic in 21:9. The curse part is obviously a joke but the gift did result in an extra […]

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Art Direction Note + Wallpapers

Herman Saftleven inspired our first game. Who inspires the second one? Also, pretty pictures!

What keeps us so busy in the art department? It’s maintaining a cohesive visual language while so many other development aspects are screaming for our attention. Of course if you say that gameplay is king …you are totally right. All good level designs cater to the core mechanics. Visual guidance, covers and navigation spaces create […]

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Making a Gun Come to Life

Showcasing what it takes for the simple act of firing a gun feel good.

This week’s post is inspired by this fantastic tweet: We chose to show what it takes to make the simple act of firing a gun feel good. It’s more modest than the above tweet that shows what is basically a full combat encounter, but we hope it’s still interesting for people who want to know […]

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Current focus: Combat Vertical Slice

Also, what is the Vertical Slice?

In game development, the “Vertical Slice” is basically a high quality fragment of the game, a short one but long enough to represent the game. Imagine one level of Candy Crash or one bullet-time fight in Max Payne. It’s a simple idea. The cake is the game, and the slice of the cake is, well, […]

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Aim Assist in Witchfire

The real black magic in our game. How does it all work and why?

Why does aim assist exist? Why does aim assist exist for mouse and keyboard? The answer to the first question is easy. Aim assist was invented to make it possible to play first person shooters with the controller. Aiming with the controller is hard and nowhere near the precision that the mouse offers (there’s a […]

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