David here, your friendly neighborhood designer, ready to share with you some of the inspiration and reference materials used to contribute to the UI/UX and Level Design thus far in development.
While the whole team is heavily inspired by various relevant movies, anime, comics, and other games, I thought I'd take some time to share some of the books that have helped influence designs in the game and potentially introduce material that some might find interesting.
(This isn't a new development update, per se. But, if you stick with me here, you may find a sneak peek somewhere...)
Q) What do we have here? Job postings? Is Giant Enemy Crab hiring? Is Due Process finally coming out?
A) We are hiring the personnel to make it come out, so maybe you should get on it and send us an application already.
Our first round of job postings is up and we're looking for:
It's been nearly 6 months since we've shown you what we've been up to! We're still plugging away, hard at work at building the core of our game. In our 19th update we spoke about how we were only testing in our makeshift team deathmatch arena. While everything needed to run the attack and defend mode had been implemented, we needed to focus on de-janking interactions, improving our weapon feel, and implementing crucial performance optimizations, so we were testing exclusively in a makeshift team deathmatch mode.
Time for a tease! Here's some of the artwork we've been doing over the past months. Artwork by myself, Jesse Russell-Klarich, Frank Aliberti, Carlos Ortega, and Ben Bickle. I'd show some of Kevin Kaufman's stuff but he's fired.
Recently, we got the chance to show the game as part of the Indie Megabooth at PAX East for the first time.
We took a bunch of photos of our time in Boston (for those that couldn't make it out to the event last week), plus some extra goodies from the show floor.
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