Tell us more about your studio, when was founded and how many people are working in the studio? Not only does it add much more control over the sounds, it also helps organize everything and quickly update any sound effect. It was the first time we used it – I can’t imagine not using it in the next project. Most of the lighting in the game comes alive with their plugin:įMOD was also incredibly useful. We extensively used a plugin called HX Volumetric Lighting made by the HitBox Team. Have you found out any plugins or tools absolutely amazing to speed up your workflow? Word and Excel for the documentation and planning, and Notepad++ for coding. The scenes and models were created with 3d Studio, Maya and Substance painter. Which software tools did you use to make this game? We’ve released a number of games over the years, for different platforms and different targets, so I’d say we have some experience by now. We started small, with puzzle casual games, and over time we grew to bigger and more complex projects, like Those Who Remain. When we first started, none of us had any experience in the game dev business. Our team has been working together since 2006. So I’d say coding (although I didn’t write much code, I need to understand it), 3d knowledge, Photoshop or any other similar tool, writing and planning.ĭo you have any past experience in the game dev industries? Most of my work was done on excel sheets, word documents and on Unity itself.Īlthough I’m not an artist, I helped our 3d artist in the creation of the levels, mostly by placing props, posters or decals – anything that could make the scenes feel more natural. I’m a software engineer myself, but I didn’t do much coding in the game. We’re a small team, which means that we need to have skills outside our comfort zone. What kind of skills did you already have when you started working on the project? But I can say that during the first month on Steam alone, we sold 3 times more copies than our previous game, Syndrome. The original plan was to release everything simultaneously, but it was too much work for a small team. It’s a tragic story about choices and consequences, with three different endings based on the player’s actions. The other is that the player has to travel through an alternate reality, something like a twisted version of our world. There are deadly creatures roaming in the darkness, and a light source is always needed to scare these creatures away. Those Who Remain is a first-person psychological thriller built upon two main premises: one is that the player can’t go into the dark. Tell us more about your game, what is it about? But let’s dive into the interview and fond more about the effort behind this game. In this dev story, we are interviewing the guys from Camel 101 studio an Indie team who have just realized their last title Those Who Remain.
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