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.

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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.

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SOMA Officially Revealed

After more than two weeks of teasing, we are happy to properly announce our new game: SOMA. It is a sci-fi horror game played from a first person perspective with the goal to deliver a truly disturbing experience. Having worked on this project for over three years now, it is really nice to finally reveal it to the world!

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Amnesia: A Machine for Pigs Available Now

The year is 1899. Wealthy industrialist Oswald Mandus has returned home from a disastrous expedition to Mexico. Wracked by fever, haunted by dreams of a dark machine, he recovers consciousness in his own bed with no idea of how much time has passed since his last memory. As he struggles to his feet, somewhere beneath him, an engine splutters, coughs, roars into life…

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