We are looking for an experienced 3D character artist for a full time position creating characters and monsters for our upcoming games.
Modding has been a huge part of Amnesia. For instance, over the years The Dark Descent has accumulated over a thousand mods and addons on ModDB. This flood of user content has been amazing to see and we are extremely grateful for the whole community surrounding it all.
It is time we gave something back!
After five years of work we are finally able to announce that Amnesia: Rebirth will be released on 20th October 2020!
Check out the latest trailer!
It has now been over 9 years since we released Amnesia: The Dark Descent. That is a bloody long time, and feels like we should celebrate that by talking about the craft of horror games.
Because of these magical childhood memories, and how video games were perceived back in the day, Nintendo has always had a certain mysterious feel to it – like an enchanted factory in a far-away country, creating games through some sort of wizardry.
That’s why it’s so special to announce the following:
AMNESIA: COLLECTION IS NOW OUT ON THE NINTENDO SWITCH
Quantic Dream learns with each game, and adresses their issues with new features. But with new features come new issues, and lots of juicy design lessons. In this blog post I will talk at length about affordance, then touch upon branching and themes.
Tomorrow we will be releasing SOMA for Xbox One and along with this comes Safe Mode. This is a new way of playing the game that will also be available via Steam and GOG at the same time.
It’s over two years since we released SOMA, so it’s time for another update on how things have been going.
There is something about unclear options which make choices a lot more interesting. This post goes into the reasons behind this, and various ways of achieving it in games.
It is easy to think that the player sees all of the complexity you put into a game, but nothing could be further from the truth. A game’s complexity is basically meaningless when it comes to the end experience. All that matters is what the player actually perceives.