Hello! My name Rasmus Gunnarsson and I started working for Frictional Games as a freelance artist back in 2010 to help out with the final stages of Amnesia’s development. Later, I became an intern, and that landed me full-time employment as a concept artist / 3D artist / level artist / whatever’s needed artist.
Tech Feature: SSAO and Temporal Blur
There are many publicised algorithms for high quality SSAO. This tech feature will instead focus on improvements that can be made after the SSAO has been generated.
Marcus Johansson: 3D Artist
Hi! My name is Marcus Johansson and I’m a 3d artist who’s been with Frictional Games since January 2009. When I think of that date it doesn’t sound that long, but then I realize it’s actually 5 years ago.
Marc Nicander: 3D Artist
I’m Marc Nicander, I started working for Frictional Games as a freelance artist back in 2006 and got hired full-time when development on Amnesia started in 2008. When I was freelancing I was still a student so I did my work in my 13 square meter student apartment but I have since managed to get a larger space.
The Five Foundational Design Pillars Of SOMA
The foundational design pillars of SOMA. When creating a game I think it is crucial to have a few basic rules that underlie all other decisions. That way it is much easier to keep everything on track and get the final game to play out as intended. For SOMA our intention is to craft an experience where players become deeply connected and affected by the game’s world and themes.
Editor feature: New color picker
Hey there! So I finally dropped by to write a quick post on our stuff after quite a long hiatus (exactly 3 years, 3 months and 8 days long according to my last post) and Thomas pretty much took over the blog. Right now most of you might be wondering who’s typing even . The name is Luis and I mainly code the tools we use here at Frictional (also the ones you might have been using for making your own Amnesia custom stories) After the quick introduction, here comes a little editor feature showoff.
Jens Nilsson: Co-founder, producer
I’m Jens Nilsson, one of the people that started the company in 2006. Back then my work space was dubbed the “Pink Room” and in it all the Penumbra and Amnesia magic happened. The previous occupant of the apartment had a young girl and that room was the girl’s room. We did not get around to give it some new paint until the year before we moved out. I dug and dug but could unfortunately not find a picture of it. Anyway, I’ve always had the luxury of having a dedicated room to work in and currently I am located in a cozy attic space.
Tech Feature: Linear-space lighting
Linear-space lighting is the second big change that has been made to the rendering pipeline for HPL3. Working in a linear lighting space is the most important thing to do if you want correct results.
It is an easy and inexpensive technique for improving the image quality. Working in linear space is not something the makes the lighting look better, it just makes it look correct.
Thomas Grip: Co-founder, creative director
My name is Thomas Grip and I am one of the two founding members of Frictional Games. For the first few years at Frictional Games I used to work from my living room, on a desk placed next to the TV.
Gone Home – The Amnesia Edition
From time to time we get requests from people who want to license our HPL2 engine in order to make a commercial game. This is quite flattering, but the answer is always “no”. Our reply is to simply state that there is no documentation, we do not have time for support and they are better …