The reality that we sense in front of us is a fiction created by our brains. A host of modules process information in various ways and the end result is a mental model of the outside world. Knowing how this works is crucial to game development as the shape of these mental simulations has a huge effect on how a game feels and plays.
Creations inspired by Frictional Games
Last week we announced a competition on Facebook and Twitter, asking our community to share their creations inspired by our games. We knew that there was a whole load of art, mods and just plain crazy stuff out there, and we’re really happy to have seen many of them which we might otherwise have missed.
Navigating the Space of Game Design
Designing a game spawns an endless set of ideas – ideas that need to be sorted. In order to do this, you need a method of evaluating them. The following discusses five different gameplay models – ways of thinking about game design – that can be helpful in choosing between ideas, and how they affect the final game.
Meet Fredrik, our executive producer!
I like to think of myself as a fun-loving and easy-going guy who strives towards creativity on an exceptional level. Over the course of my career I’ve learnt, about myself, that I am not truly happy unless I am involved in something that sets out to break boundaries and creates something truly unique.
Amnesia Collection PS4 – A FAQ
After our announcement last week that the Amnesia: Collection was coming to the PS4, a bunch of questions appeared across the internet. Because of this, it feels like time for a little FAQ.
David Satzinger: Art Lead
Hello, my name is David and I’m the “General Purpose Visual Design” person at Frictional Games, and Art Director on one of our new projects. I’m one of the newer members of the team, with only a bit more than 3 years at Frictional under my belt. Originally I joined as a graphic designer to make in-game logos and GUI graphics for the company. My first release with Frictional was Amnesia: A Machine for Pigs, for which I made lots of 2D assets.
SOMA – One Year Later
It is now one year since we released SOMA which means it is time for an update on the current state of things.
Frictional Merchandise Is Finally Out!
For a long time we have been thinking about doing merchandise, but we never really felt that we had the time nor the proper partner. But recently we managed to free up some time and locate a nice partner in the form of Gametee. And after a few months of setup and work, the goodies are finally here!
SOMA – 6 Months Later
It is now a bit over 6 months since SOMA was released, so it feels like it’s time for an update on how everything has gone so far.
Thoughts on Until Dawn and Interactive Movies
Before starting Until Dawn my hopes for the game weren’t very high. I thought it was going to be a half-baked and campy interactive movie filled with unlikable characters and cheap jump scares. However, it turned out a lot better than I could have imagined and it now stands as one of my favorite horror games ever.