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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 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 - 03/04/2015 - 06:27]

Very nice guide. I would ...

Very nice guide. I would add that using linked smart objects photoshop CC and above, I think is a great practice. That way you can have a merged single-layer chair in your final comp, but if you double click it, it will open the original file with all the editable ...

Comment In: [Blog - 02/27/2015 - 03:53]

I think there 's a ...

I think there 's a lot of sense in that idea. Though I personally wouldn 't like it, because I think it would affect how I play a game. I 'd become less carefree, and more rushed, anxious, and/or hesitant to play at all. It 's similar to why I ...

Comment In: [Blog - 02/26/2015 - 02:10]

Well put. Maybe 2 years ...

Well put. Maybe 2 years ago was the best time to be an indie dev, but today is probably the second-best time, which is still pretty grand.

Comment In: [Blog - 02/24/2015 - 01:55]

Definitely good advice. Though in ...

Definitely good advice. Though in the interest of the rest of us, if your game really is shitty, and you really can 't be bothered improving it, ship it on your website. r n r nBut please don 't put it on Steam or Google Play. The deluge of crap ...

Comment In: [Blog - 02/25/2015 - 01:15]

Totally agree. Old school game ...

Totally agree. Old school game design might have some retro appeal for curious younger players, but everyone else should be old enough to know better. r n r nAnd don 't forget that much of the difficulty of many of those games arose from the player having finite lives, which ...

Comment In: [Blog - 02/17/2015 - 02:23]

You 're throwing the baby ...

You 're throwing the baby out with the bathwater. You 're suggesting that people flee a working platform because its new owners might do something colossally stupid and screw it up. Even if r nthat means fleeing to an open source solution that, by your own admission, may be sloppy ...