Poking around beneath the surface of Knossu, a short abstract horror game I made in 2015. I'll discuss in-engine tooling, ray-casting on modern computers, creating fear without scares or story, and level design for impossible spaces. There'll be lots of early work-in-progress builds, and a focus on how the game grew from tiny seeds to a cohesive whole.
Game developer based in Oxford. Lead programmer on Sportsfriends, currently working with Hollow Ponds. Countless smaller games: Knossu, Mussel, Craequ etc.
Thursday April 21, 2016 13:00 - 14:00
AmbulatoriumRevaler Str. 99, 10245 Berlin