Not terribly related to adventure gaming, I realize, but it’s something I feel needs to be said. I don’t do a lot of game playing these days, preferring to spend my spare time on developing, but recently I had some extra time and I thought I’d spend it trying to catch up on some old, unfinished business. That business, unfortunately for me, was Doom 3.
Okay, all snickering aside — yes, it’s an unabashedly vapid action FPS game, and a relatively aged one at that — I had purchased it some time ago, played it for a few hours, and shelved it, not entirely because I wasn’t enjoying it but because of other games and commitments. And since I have the tendency these days to stop playing games before finishing them, I decided this was one I was actually going to return to, and finish. And finish it I did. [More...]
Being Indie, Being Resourceful
Being indie can definitely be tough sometimes. I’ve often said that indie game projects are kind of like fish eggs: thousands are laid but few manage to survive to adulthood. Content for a 2D or 3D game, whether it’s artwork, music, voicework, or animation, can be a real problem for a small team on a shoestring budget. It’s no secret that content, specifically character animation, has been the biggest challenge for Vespers.
Sometimes, it takes a little creative thinking to figure out ways to stretch those limited resources.
A while back, when I was looking for help with voiceover work, one idea I had was to try tapping into some good but inexpensive local talent — theater students at the University of Utah, where I work. The casting call I posted ended up being picked up by a local talent company, which brought in a lot of additional talent, but [More...]