Immersion is a large field to cover in video game design. Ian believes that by following some simple rules you can help enhance your players experience from a first person perspective.
Ian McCamant is Tether’s lead narrative director. He has helped create a universe for Tether where choice oriented gameplay helps expand the story and where a narrative of psychological horror takes center stage.
Indie Revolution Expo is a 3 day digital convention (completely free) centered on indie games, hosted by Indie Game Riot where Tether was exhibited along side many other wonderful indies.
We are proud to announce that we will be bringing our debut survival horror title, Tether, to Insomnia60 next month – the UK’s “biggest gaming festival.” The 4-day event will run from April 14 – 17 in Birmingham, England at the National Exhibition Centre.
We’ve been hard at work on the game, preparing a vertical slice for gamers and the press to experience. This gaming festival will give us the perfect opportunity to get hands on what we’ve been spending countless hours working on.
For press bookings, please use our Contact page to make arrangements.
When we set out to develop Tether, we didn’t want to make just another first-person psychological horror game. We wanted to create something meaningful. We wanted to tell a personal story that works hand in hand with engaging gameplay. Hand in hand like a mother and her child. Which brings us to our game’s theme: motherhood.
How could a mother function being away from her kids? How could she function when “away” translates to being separated by the uncaring blackness of space itself? That question is at the core of Tether.
The game’s Creative Director, Mark Gregory, and Co-Writer, Ian McCamant, recently spoke with Indie Game Riot on the latest episode of their podcast. They gave some great insight into the development of Tether and game design in general, focusing on thematic concepts.