Amnesia – Two Years Later

It has now passed a little more than two years since we launched Amnesia and one year since the last report, so time for another! One would think that there is perhaps not much to be said this long after release, especially for a single player game with no built-in social features. But the fact is that Amnesia is still going very strong and 2012 will probably be the best financial year here at Frictional Games, which we would never had expected two years ago.

Read more

Amnesia – One year later

A year has passed since we first released Amnesia and a lot has changed for us at Frictional Games since. We have gone from being pretty much out of money, to being financially stable in a way we never thought we would be. Everybody in the company has gotten raised salaries and we have more than enough money to complete our next game.

Read more

Birth of a Monster part 4: It’s alive!

Before the model could be used in game, some other things was required. First the model needed to be rigged and skinned, a process where the mesh is connected to a skeleton. This skeleton then need to get animations and not until that was done where we able to get a it into the game. This job was made in part internally and partly by an external company. There were a lot of job put into this, but is unfortunately outside of the scope of the article. To some sum things up: we got the creature moving and it was now time to put inside the game.

Read more

Birth of Monster Part 3: Molding the Abomination

As a modeler the first thing I noted about this character was that the concept design demanded it to be completely unique in all of its parts. Usually it is possible to mirror some parts (e.g. an arm, a leg or some cloth piece) to save texture space and maybe some production time when modeling game characters. Not so this time.

Read more