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Tension Rising

Sorry it’s been sort of dead around here, been super busy making our hot new game Tension Rising. It’s been a crazy ride so far, and I’m amazed almost every day at what our team has been putting together. But I’m getting ahead of myself.

Before I get into it, I’d like to mention a few new things.  First, I’d like to give a shout out to my good friend Adam Files who finally got his blog together.  Second, I’d like to mention my twitter @Zilchius as well as my dev team’s account @Tension_Rising, both should be aflutter with new information as it comes in.  Finally, I’m headed to GDC next week, and if anyone who is attending would like to meet up, just shoot me a tweet.

Anyway, for those who are not yet aware, I’m currently the Technical Lead of Limitless Entertainment under the studio Plutonium Pixel Productions working on our final project Tension Rising for Full Sail University… that’s a lot of name dropping. To sum up, I’m acting as the go-to guy about how our systems are interacting, ensuring that the game runs smooth and the underlying technology only enhances the game play rather than holding it back. As I constantly tell anyone who asks (and some who don’t), we can do anything. It’s something I firmly believe, and something the team keeps pushing themselves to prove.

Looking at our game now, I feel we’re at the level that most final projects finish. Not to say we haven’t had our challenges to overcome, but our team is actually the size of some studios that pass through final project. We currently have 13 developers, 1 artist, and 1 manager. As a result, the rest of our project looks like it’s going to be bug fixing and polish. We’ve laid down all of our core systems and almost all of our managers and sub-systems. This allows for plenty of time for us to tweak, balance, bug fix, and tighten up graphics, time that plenty of projects simply don’t have.

So, I’ll leave you with some screenshots from our most recent build, and hopefully will find more time from here on out to keep you posted on our progress.

  • http://zilchius.com/2010/03/17/gdc-2010-days-fourfive/ Zilchius.com › GDC 2010 – Days Four/Five

    [...] Dog).  This is probably by far the most practical of the talks I attended in reference to my current project.  While we won’t be using bloom (which is the first thing I always thought of when I thought [...]

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