Category: Neverending Nightmares

Firstly, my apologies for not updating the blog. I upload the videos to youtube, mention them on hootsuite, on the forums, and the kickstarter updates, so I usually run out of steam to repost them here. Posting text here would …

A heartwarming story about Neverending Nightmares Read More »

In this diary I talk about what developers can do to create a feeling of presence – that you are in the game – beyond just VR. I also talk about how much I’d love Neverending Nightmares to have smell-o-vision …

143 – Presence Read More »

In this video, I discuss the importance of tension and how we try to use it in Neverending Nightmares.

In this dev diary, I talk about my approach to enemy design for horror games.

In this video, I talk about how to create a rumble like effect with the haptic feedback provided by the Steam Controller as well as the strengths and weaknesses of this approach.

In this video, I talk about how rumble works in most controllers, how we are taking advantage of it in Neverending Nightmares, and what we are trying to do with haptic feedback on the Steam Controller.

In this dev diary, I talk about some features you might not have noticed in the alpha 0.3 build.

In this dev diary I talk about how the camera works in Neverending Nightmares as well as provide some general tips for game cameras. Here is some sample code for critically damped springs. Spring_Update will always move back to 0 …

118 – Game Cameras Read More »

Pacing a game is hard – especially a horror game. In this video, I talk about how I’ve learned about pacing from films and what I’m trying to do with Neverending Nightmares.

Firstly, I will be at GDC from Wednesday through Friday showing off Neverending Nightmares at the Ouya booth (#316) on the expo floor. If you will be there, please stop by and say hello. Secondly, I hope you’ll allow me …

Neverending Nightmares Weekly Update 3/17/2014 Read More »