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Category Archives: games

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.

Who you gonna cull?


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

Good hustlin’ Dave!

Or friend, Makatak7 has been working on this awesome Dreadline Wiki. I can neither confirm or deny the accuracy of the information, but he has done a lovely job sleuthing around for clues.
http://dreadline.wikia.com/wiki/Dreadline

When we released the teaser we were excited. But, we were not at all ready for it to receive the attention that it did! Thanks so much to Kotaku, Rock Paper Shotgun, Joystiq, Game Trailers, Giant Bomb, and even The Boston Globe for picking it up! (And everyone else here that I haven’t mentioned. Thanks!!!!!) It was a total, and awesome, surprise.

So, we spent most of the last 2 days answering interview questions that should pop up soon.

Now we get back to doing what we’re good at, making games. We’ll be posting updates often here, as well as our facebook and twitter pages. We’re working on dialing in our gameplay so that we can start showing off more of what we have done.

In celebration of our teaser success, I thought I’d post a shot of our Mummy monster. More coming soon!

Bryn spent a little time talking Brandon Foster from http://www.pixlglass.com about everything from why he started programming to Eerie Canal to Lynyrd Skynyrd.  Check it out here!

People have been telling me for years that I need to play more games. I’m beginning to think they might be right.