The Basic Principles of Level Design

Over the past 18 months, I have been attending colleges, universities and game development meetups in the north of the country, delivering a presentation on some of the basic principles of level design I have learnt in my time in the industry. The idea of the presentation is to give aspiring level designers a high-level introduction to some basic techniques. This presentation will expand as time goes on with more slides being added as and when I have time. 

We take education seriously at the studio and we’re always encouraging each other to learn more and grow as developers. By doing this it would be pretty hypocritical of me to not give something back to the numerous communities across the internet I have learned so much from over the last 4 years.

2019 Tech Award Result

Back in March, we mentioned that a VR project we were contracted to work on had been nominated for a National Technology Award here in the U.K.

Unfortunately, we did not win, but congratulations to BT.

It was a good learning experience for our small studio and we learnt a lot during the 3 months we had to build it.

Tether Demo Released

Three years ago we set out to tell the tale of a mother, Lesleigh, who was given a choice: stay at home and be with her family; or work away to potentially save the earth from ecological disaster. Since then, we’ve produced two prototypes, which we submitted to publishers looking for funding to help us make Tether.

Unfortunately, we weren’t successful in securing the funding we required to make the project full-time. At various the points, the team suffered from burnout, anxiety, depression and imposter syndrome. After the second unsuccessful attempt we agreed to go our separate ways having learned so much about running a studio, improving our technical skills and understanding how the business works.

After a year of being off the project, we’ve started to look at ways we can reduce the scope of the Tether to still tell Lesleigh’s tale, as we believe there is an important message to give to people.

It’s quiet…….too quiet.

So yes, Tether is back in development. Saying that we have decided to release our first prototype for free via The idea behind this version was to give potential publishers/investors an insight into how we wanted to tell our story. This version was made in around 6 months by a team of six developers all working remotely in their own time. With the new direction, we’re taking Tether in it seemed silly to have years of hard work sat there for people who worked on it to not get any recognition.

We have enabled donations on the store page. Any money we kindly receive will be put straight back into development.

If you have any questions then drop us a line through the Contact Page.

VR Project Nominated for Tech Award

Last year we undertook contract work for Resulting IT to collaborate with them on building a simulated Space Station in VR for their UKISUG Connect Conference stand. The VR segment of the project allows JSON blueprints within Unreal Engine to communicate with the client server in real-time. The client (Resulting IT) is then able to collate data from players in a questionnaire format within the game world.

Subsequently this piece of work has been recognised by the people at The National Tech Awards. The Space Station Facility has been nominated in the Gaming Technology category.

We provided Resulting IT with design support, infrastructure and environmental building of the Space Station Facility. We could not be happier that our customer has been recognised for this achievement.

The Facility took around 3 months to build, uses Unreal Engine 4 technology and was worked on by Nathan Winfield & Callum Donaldson who worked as contractors on this project.