Monthly Archives: July 2016

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Studio Update #1: July 2016

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Category : Blog

I started the Freesphere Entertainment in May of 2016 with the view of blending mechanically interesting games with deep and interesting worlds with compelling stories. After creating many prototypes over the last fourteen months we’re very close to officially revealing our first game.  

Myself and the team have released games before with other studios, but we’ve all craved the creative freedom to make our own decisions – no longer having our fate tied to someone else’s decisions. That was the reason for starting Freesphere, to give us the freedom we required to make the games we wanted to make, how we wanted to make them.

As I previously eluded too, it hasn’t been an easy process; being major fans of horror and storytelling we’ve all gravitated towards the same ideas. A horror experience, joined with a believable story surrounding interesting characters and themes. Initially we started off like a house on fire, we’d concepted a project and we’re deep into the development when another project came out of the blue and stole our thunder – same settings, similar story, similar design, same engine. It was totally uncanny. It knocked the stuffing out of us – me the most. Being indie you always crave to be different and I knew we couldn’t be. So with it being so close to Christmas, we decided to enjoy the holidays with the family and pick it up in the New Year.

A funny side note, that game was actually Allison Road – odd how things turn out isn’t it.

After a short break we began talking and brainstorming ideas, but nothing was clicking. We’d go back and forth with ideas which we liked, but then we’d do what we usually do, and pick holes in it (believability is everything to us). It was amazing how many times during this process we came back to PT and how currently the genre is filled with PT clones. This is not the route we want to go down again as there is enough competition in this space.

The infamous Allison Road

Instead, we’ll be focusing on going our own route pulling ideas in from multiple genres across video games to make our games. Games are constantly evolving and so should developers, staying with tried and trusted patterns is how we end up the stale world of AAA game development at the moment.

In the future we can expect more general posts like this about the studio and more game designed focused ones, like our previous post on how to scare players.

 

Until next time.

Mark Gregory – Creative Director
Twitter: @MGregory666