Q-con!

With slightly twitchy fingers we showcased the Wailing Heights Demo at its first convention this past weekend. Stephen Downey, our co-director and lead artist had attended Q-con before, though from a comic artist and guest POV. The comic audience at Q-con is a small but growing section of the crowd, which focuses heavily on gaming…

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Demo Deadline Day

We’ve been working towards a demo of Wailing Heights, and today is our self-imposed deadline (well, self-imposed in that it needs to be finished today, with final testing tomorrow if we want to show it at Q-con this weekend). There have been some long days (stretching into nights, stretching into early mornings), but yesterday was…

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The Possession Wheel UI Design

With Wailing Heights being a body-hopping musical adventure game, the dreaded task of UI design had to look interesting, display the mechanics clearly, and try to fit with the overall aesthetics of the game. There’s always a lot of team back and forth, and eventual user testing, with user interface, and here are a few sketches we…

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Art Timelapse: Colouring a scene

The third and final part of the Crematery Exterior level design walk-through looks at the challenges faced and rewards gained when coloring a scene. The team behind the scene Stephen Downey and John Mc Farlane are back to talk about how the level was coloured and some obstacles that one can face when creating a…

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