For a whole year working at Dean Hall’s new company RocketWerkz I’ve had to have my lips completely sealed about what I’m working on. While everyone’s been assuming I make VR games (because of our Out of Ammo releases) I’ve hardly even touched a Vive! Most of my time and energy has all gone into this one secretive game revealed today!
After my adventures making games in China, I had a difficult dilemma. On the one hand I wanted to move to New Zealand but on the other hand I really wanted to use Unreal Engine 4. With NZ’s games industry being tiny, it didn’t give me the luxury of being able to pick and choose jobs based on engine choice. Imagine my surprise when I finally received a job offer in my favorite place in the world using my favorite engine in the world!
At this stage I was so excited I gladly accepted the job knowing little about the secretive game I would be working on. Frankly I was so happy to move to NZ to use UE4 that I would gladly accept any project no matter how silly (I once even interviewed for ‘My Little Pony’ just because their studio was located in Auckland). But my luck was just about to begin…
At RocketWerkz they believe in letting developers work on what they want to work on. Al though I wasn’t officially introduced to Living Dark, I once saw their early prototype on someones monitor and immediately said “I wanna work on THAT!”
Having released over 20 children’s games, I’d gotten a little bit tired of their upbeat style. Especially when you consider that there’s nothing “casual” about the games I like to play as a gamer. Seeing the dark rainy neon-clad streets of Living Dark made me realize I wanted to join the project before even having any idea what the game was about!
What I really like about the game is its procedural aspects. When I played RPG’s in my younger years I truly felt like I was escaping into a another worlds, not so much these days! Perhaps because I’m a developer or perhaps I’m just too old, I tend to see through the smoke & mirrors of modern games which makes the worlds feel flat. Making the world procedural in a convincing (not ‘No Man’s Sky’ style) way is the best solution I can imagine to this problem.
I had finally found the game I wanted to spend my next year or years working on, only downside was that I couldn’t say a word about it! But finally the secrecy is slowly getting revealed!
More info can be found at http://livingdark.com