Dev Blog

26 Nov
GRAVEN Dev. Blog #2: From Trenchbroom to UE4 via HammUEr

We gave our lead level designer, Chris Holden, almost free reign for this dev blog; only the title was chosen beforehand. What we got in return was an in-depth explanation of how a level is made for GRAVEN. We will let Chris tell the rest...

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23 Oct

GRAVEN Dev. Blog #1: The Lore

Oct. 23, 2020, 10:25 a.m.
GRAVEN Dev. Blog #1: The Lore

For this first dev blog about GRAVEN, lead designer David "scar3crow" Queener delves into the lore aspects of the game and his thoughts on how the world is structured.

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14 Mar

Dev Blog #4: The Music of Ion Fury

March 14, 2019, 3:22 a.m.
Dev Blog #4: The Music of Ion Fury

Back in the early '90s most game music was either tracker based or MIDI music. Some games even had music on CD, but that of course meant you had to insert the CD to listen to it. When I was a kid I had an Amiga computer and Amiga's four channel sound chip Paula soon became my best friend. I was about 11 years old when I had my first experience with a tracker program at my friend's house. It was a mind-blowing (and school ruining) experience for me to realise that I could do my own music without having to buy expensive instruments or other gear than maybe a cheap sampler.

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07 Dec
Dev Blog #3: Teaching an old engine some new tricks

Headshots, enemy patrols, autosaves, moving props and so on.. The choice of using the Build engine is not an easy one. Aside from the asset and engine limitations, one of the biggest things that sets an old engine apart from newer lies in its gameplay quirks.

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20 Nov

Dev Blog #2: The Art of Ion Fury

Nov. 20, 2018, 2:48 a.m.
Dev Blog #2: The Art of Ion Fury

Plenty of modern independent games return to more old school visual styles. Often those call back to the era of 8 and 16 bit 2d console games, but not as many developers attempt making retro styled first person shooters, especially ones using the original technology. How do you approach creating artwork for such a game?

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