![]() ![]() I had other game ideas, and quite frankly, the choice to focus on DARQ was quite arbitrary. Within a month, I put together a prototype of a horror game, which later became known as DARQ. I used to code websites in PHP as a kid, so rediscovering that passion and learning a new programming language, as well as 3D modeling, texturing, animation, game design was pure joy. I downloaded Unity engine with the intention of learning a little bit of coding and going through a few tutorials I found online. ![]() It was supposed to be a vacation, and perhaps a start of a new hobby. Upon completion, I decided to take a month off and learn a little more about game development. ![]() I got to play A Cat's Manor in various stages of production, which got me very interested in the development process itself. I'm a music composer and around that time I was having a blast scoring a game called A Cat's Manor - a brilliant indie title by The Happiest Dark Corner. Apart from being a casual gamer, I knew nothing about making games at that point. Wlad Marhulets: It's a bit of a story! I first ventured into game development a little over a year and half ago. Tyler Fischer: How was the idea of DARQ conceived? And what made the team want to work within psychological horror? ![]()
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