Thomas gave me almost full creative freedom. The basic guidelines were that it had to be a humanoid and nothing like standard zombies, “The Infected” in Penumbra: Black Plague or the creatures in Dead Space. It should also fit the the story of demon-like creatures taking over human bodies and be super creepy. Apart from that, I was free to do pretty much what I wanted.
The following article outlines the process of creating a creature model from scratch for our first person horror game Amnesia: The Dark Descent. It will go through the basic thinking that went into the design of the enemy, how the concept images where made, how the mesh was built and finally how it was put into the game
Tomorrow we will begin our journey to the GDC, during the exhibit days (March 2nd to 4th) we can be found showing Amnesia in the IGF Pavilion.
Frictional Games have now officially existed for almost exactly four years (4 years and 7 days to be exact), Amnesia: The Dark Descent is our fourth game and it is now four month since we released it. Because of this we thought it was time for another round-up of sales and other stuff that has happened.
From all of us, to all of you,
As the year is coming to an end, we here at Frictional Games would like to take a minute to reflect.
In Amnesia one of the main goals was for the player to become the protagonist. We wanted the player to think “I am” instead of “Daniel is” and in that way make it a very personal experience. The main motivation for this was of course to make the game scary, but also for the memories that were revealed to feel more personal for the player.
What would Halloween be without a bone chilling adventure? Why even get out of bed in the morning? Don’t hit that snooze button just yet, because Frictional Games has got your back. 50% discount!
It took a bit longer, but now the Mac and Linux versions of Amnesia: TDD has been updated to 1.0.1.
Today we have released a patch for Amnesia: The Dark Descent. The main reason for the update is to make sure the Radeon X1000 Series of cards work as intended. We have also included a whole bunch of other fixes and changes, check our support page for me specific information.
Not too long ago, there was a coordinated blog effort with developers like Jonathan Blow, 2D Boy and more commenting on the length of games. The general consensus of these posts was that games should not be judged by their length, but if the experience feels complete or not. Something that we here at Frictional Games agree on.