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Dave Bleja's Blog

 

I'm Dave Bleja, and in 2014 I quit my job to found the game studio Volnaiskra and devote my time to making Spryke, the game I've always dreamed of playing. Spryke is a beautiful, lovingly created platformer with tough, devious gameplay like Super Meat Boy. It's fast, has super-tight controls, innovative mechanics, and stunning production values to immerse you in a luscious sci-fi world full of wonderful details. 

Over the years, I've worked as an animator, illustrator, multimedia developer and exhibition designer. I think outside the box, and I love to fill my work with lots of aesthetic detail. I've done work for film festivals, NGOs, corporate clients, and some of the largest museums in Australia. 

I designed and developed the groundbreaking online simulation breathingearth.net and manage the PC tips & tweaks site VolnaPC.com.

You can follow Spryke's evolution on my facebook page.

 

Member Blogs

Posted by Dave Bleja on Fri, 05 Jun 2015 01:14:00 EDT in Console/PC
There's been an unfortunate knee-jerk reaction in some quarters about the Witcher 3's all-White cast. I argue that this is a misleading and culturally insensitive conclusion that does more to hurt multiculturalism than promote it.


Posted by Dave Bleja on Thu, 21 May 2015 02:10:00 EDT in Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
Photoshop Layer Styles are very powerful and surprisingly versatile, and I use them for almost all of Spryke's graphics. In this guide, I go through various Layer Style tips & tricks, including Pseudo Color Overlays, internal Adjustment Layers and more.


Posted by Dave Bleja on Mon, 01 Dec 2014 01:06:00 EST in Design, Art, Console/PC, Indie
A great way to enhance a gameworld's believability and atmosphere is to make a custom alphabet for it. I've recently designed a complete alphabet for Spryke, and I'll take you through my whole process.



Dave Bleja's Comments

Comment In: [Blog - 06/11/2015 - 01:07]

I 'm very impressed that ...

I 'm very impressed that you managed to make this game in under 2000 person-hours

Comment In: [Blog - 06/05/2015 - 01:14]

You have not considered one ...

You have not considered one thing at all... how about the players r n r nAllan, how can you say that, when the central theme of my article was that I, as a player , finally got to play a game that reflected my ethnicity It 's all about the ...

Comment In: [Blog - 05/22/2015 - 01:16]

I 'd say core players ...

I 'd say core players and f2p in general don 't mix. The average hardcore player has played games his whole life. He 's paid for them and felt he owned them. He craves the feeling that he can master a game, based on his own skill and not the ...

Comment In: [Blog - 05/20/2015 - 02:13]

To be honest, I 'm ...

To be honest, I 'm not sure I quite understood what your epiphany was, so I might be doubling up here. But I think a key issue is not just philosophical, but is concerned with treatment of women in the real world. r n r nMen especially very young men, ...

Comment In: [Blog - 05/20/2015 - 02:13]

Very well written article. Ordinarily ...

Very well written article. Ordinarily I 'd say that semi - clueless gamers greenlighting games sounds better than semi-clueless businessmen greenlighting them anyway. But kickstarter backers have shown themselves to be an astonishingly conservative bunch.

Comment In: [Blog - 05/21/2015 - 02:10]

That 's a good tip, ...

That 's a good tip, Rick. It 's not quite as portable copy/pasteable as other methods, but it sure is a quick and efficient method. Actually, I can think of a few times in my project when I would have benefited from using your method.