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Dear friends,

Thank you so much for the support on Kickstarter. After working so long in the dark it’s exciting to see the number of people that are excited about Dreadline. Unfortunately we fell far short of our fundraising goal. Rather than dwell on what went wrong, we’re working to find alternate ways to fund the Dreadline’s development. We’ve invested a huge amount of time and energy, and aren’t quite ready to let go.

Thank you again to all of our supporters. We’ll do our best to find a way to get this game out into the world.

Please keep an eye on  www.Eerie-Canal.com for future developments.

thanks again,

Steven Kimura

DREADLINE has been getting a lot of support, but we have a very long way to go, and not a long time to get there! Please visit our Kickstarter campaign, and thank you for your support!

Mr. Kimura Builds a New Level for DREADLINE.

Level building is a very organic process. I start by sorting through online and print reference, and doing some drawings to get a feel for the architecture, and how it might work for our game. I’m not interested in accurately re-creating historical places. I want the space to be recognizable, but the last thing we want in this game is to be bound by the facts.

Once I have a basic idea what the architectural vibe of the level is going to be, it’s time to consider the larger picture. Is it going to be primarily interiors or exteriors? Will it be hilly, or flat? Doors? Fences? There are all kinds of ways to shape spaces to create tactical interest, as well as all kinds of ways to visually represent what those spaces are.

For this level, inspired by the 1657 Great Fire of Meireki, I wanted to create smooth transitions between interior and exterior spaces. I’m often struggling with the boring, but handy conventions of traditional dungeon-crawling. Turning hallways into bridges over water, and walls into trees is one way to make the space more engaging.

The level map serves multiple functions. It’s a freeform way to develop a decorative object vocabulary for the level, show scale, show how spaces are interconnected, and as a visual concept that can give me a real feel for what the level is supposed to look like. I used this sprawling drawing as a basis for drawing all of the world’s textures, like stony paths, grass, fences, walls, and trees. Even as I’m working in 3d, I’m constantly referring back to the original drawings. They keep the level feeling fresh, as I’m forced to find ways to reconcile what’s going on in a drawing with how I can really make it work in 3d space.

It’s always incredibly gratifying when it goes into our engine for the first time, and I get to run our little monsters all around, and explore it from that fresh perspective. It’s even better once it’s filled with hapless humans to kick around.

Please check out our Kickstarter campaign for DREADLINE, now in progress!

kickstarter.com/projects/eeriecanal/dreadline

Thank you for your support.

Eerie Canal’s DREADLINE Kickstarter pitch! from Steven Kimura on Vimeo.

SUPPORT DREADLINE ON KICKSTARTER!

We have been toiling in obscurity for the better part of a year, shaking off the residue from our old day jobs*, finding the right project, and getting it ready to present to the world. Our hard work has paid off. The response to what tidbits of the game we’ve shown to people has been fantastic. We’ve laid the groundwork for building an incredible, one-of-a-kind game that we couldn’t be more excited to build.

It took longer for us to get to this point than we anticipated. As the project developed, our vision for what it could be grew and grew. What was originally going to be our quick-turnaround/low-risk/easy-breezy/genre game evolved into a completely original game that is far more exciting, but also far more challenging to build. Now that we’re ready to really get down to building this thing, we’re out of cash. We have enough of it up and running to know that it’s going to be ridiculously fun, and we can’t wait to finish it.

We’re fortunate to have arrived here at the perfect time. Kickstarter has proven that there is an amazing audience of people ready to support projects like ours. We hope that our Kickstarter campaign will give us the financial support we need to build the game of our dreams**.

Help us to help you to help Ghost to help monsters to kill the helpless.

thank you,

the Eerie Canal team

*old/current/otherwise occupied/employed

** dreams/nightmares

 

 

1up review

Who you gonna cull?

Check it out!


We’re all over the tubes. Here’s Bryn’s band Bang Camaro in the new HMX game. Strangely enough, Bryn and I worked on the prototype that turned into this game.


In the Guitar Hero That Never Got Made, People Can’t Even Remember Rock ‘n’ Roll (Kotaku)
A few years back, Eerie pal Mr. Kowalski and I worked up this teaser trailer for what we wanted to build for Guitar Hero 3. We finally tacked the question as to why the greatest rockers in the land played only cover songs.

-sk