Future Aesthetic
I have been busy at work on STASIS, but predominantly on the boring backend stuff! So no shiney new screenshots of videos just yet
A quick look at Puzzle Design
When approaching puzzle design, I first look at what the result of the puzzle needs to be. What is the obstacle, and what is logically needed to overcome that obstacle. For example, if the obstacle is a locked door, what is the more logical way to get past it? To
STASIS: Preview in Indie Game Magazine
Hey guys, David Bruggink wrote a fantastic preview of STASIS for ISSUE 14 of 'Indie Game Magazine'. Head on over to http://www.indiegamemag.com/issue14/#comments to get your copy! -Chris
Inventory and Item Interaction
Ive been busy with some other work related things for the past few days, but I did manage to get the inventory system up and running. This video shows the basic interaction with items in the game. In this same way, you will be able to combine different items in
More than just adventure?
Im busy making a new construct set (https://www.thebrotherhoodgames.com/studio//constructing-a-scene-part-2/) for the general room configurations onboard The Groomlake, and have really been looking at other games for inspiration. I think that DOOM 3 really was a groundbreaking game when it came to level design. If not in the layout of the levels,