In this newsletter, we will explain our process for recording a library of sounds that will be the basis of what you will hear as you play our game Project Ghost. Here’s an example of the sounds we recorded used in the context of the game. Caldera Interactive ·...
We value transparency, and strive to share our failures as much as we share our successes in the hope of demystifying the games industry. This edition of our newsletter will go into our application to the Weird Ghosts fund last year, which we did not receive. We also...
We are starting the new year with a short tutorial from our creative director and art director, Titus Lo, about how he uses particle effects in Project Ghost. The problem Our game is set in a dark dungeon, and light sources provide safety to the player. Although we...
We decided to share some of the lessons we learned from our three applications to the CMF Experimental Stream Prototyping Program with our community so that we can help democratize access to funding for small indie studios. Our third application was successful, and we...
Do you remember the Pythagorean theorem from high school? No worries if you don’t… We also did not think we’d ever use THAT again. Let’s dive in! The problem First, our switch to 3D led to a “giggly” effect on our assets when moving...
What is this about? How we started We started by sketching a concept piece for the lighting behaviour and dynamic shadows to nail the game’s atmosphere early. This example below is hand-drawn and was our starting point for prototyping in Unity. Our first...