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Analysis – True detective

April 10, 2014 5:04 pm

We couldn’t add this post as an inspiration, because the series is relatively new and the game development is at an advanced stage.

What is however true is that it presents certain similarities with the series featuring Woody Harrelson and Matthew McConaughey. Maybe in a way we have gotten carried away and believe there are some coincident points.

 

What are the similitudes with True Detective?

– The investigation: The Crow’s Eye doesn’t directly feature any detective. The player will be finding recordings made by those investigators and which will be revealing the situation in which the main character finds himself.

– Morality: The shady moral that defines some of the characters of the series is clearly shown matter-of-factly. This, added to the dementia of certain characters, create a sinister and worrying atmosphere.

– Different timelines: The story in True Detective is narrated through various timelines. The recordings the player will find in the game aren’t contemporary, but from 20 years back.

What would happen if you found yourself alone in a university abandoned 20 years ago, after an investigation where monstrosities took place? That is The Crow’s Eye.

The Crow’s Eye OST!

April 8, 2014 4:23 pm

Marcos Saucedo is the first composer who delighted us with various themes he composed, and that today enlivens The Crow’s Eye.

Marcos arrived as a collaborator through a friend of the team, and after some testing we saw that his imagination was as crazy as we needed to transmit to the player in such a sinister atmosphere.

After some months of combining this altogether with his own work and groups in which he plays, he composed a good set of songs he polished and retouched to adapt them to each situation. Inebriated pianos, strident string instruments or even whispers embracing a dark place, are part of the things this great lover of music has left us.

Manuel P. Pérez is the most recent incorporation to the team and is already one more in this little family formed by 3D2 Entertainment. His youth added to his great talent make him something inhuman. He contacted us when we most needed someone like this in the team. When we heard his music we felt astonished, and had no other choice than contact him back, and, to our surprise, he fitted perfectly for both his personality and his compositions.

Today he is a basic tenet in this small studio, altogether with his versatile music, able to surround even the strangest of compositions. He is an inexhaustible source of ideas.

We are leaving you with two tracks, one from each, so that you can have a taste of The Crow’s Eye!

 

The Crow’s Eye OST – Rejection by Manuel P. Pérez

The Crow’s Eye OST – Confusion by Marcos Saucedo

Go for it! Pursue your dreams

April 3, 2014 10:41 am

More people are interested in the world of videogames every day. Right now it appears more accessible than ever, but doubts arise along with (rather frequent) excuses. It is enough by believing an excuse to not even try.

What is the secret to being a videogame developer? Before answering the question we would like to explain a few points.

 

  • If your dream has always been creating videogames, what is stopping you? The day has 24 hours and, in theory, everyone has some free time. You could dedicate a couple of hours developing this idea you have been getting round for long. A major example would be Unepic, by Francisco Téllez de Meneses.
  • Perhaps you believe that the world of developers is, in a way, closed, but this is no more than an illusion. With the boom of the indie movement it is easier than ever. By doing a little research you will find people with similar affinities and willing to develop a project. See? You are already in the circle.
  • You may be convinced that those studies to develop videogames are rather expensive and that you can in no way afford such a thing. Let’s play logical, what is more important? Demonstrating you own a title, or demonstrating knowledge? We are living in the internet age. We have all sorts of information at our entire disposal throughout a simple click. It is more important to be self-taught rather than taking up videogame-related studies. Let’s analyze the advantages of being self-taught:
    – You study what you want
    – You set your own goals
    – It’s free
    – The world of videogames is a world in constant change and evolution. It is necessary to keep a continuity in learning. If you start doing it you will get accustomed to these dynamics. Nonetheless, there are trade-offs, but these are directly related with your attitude. But if you are not willing to sacrifice this, you are better off. This is not for you.
  • And even knowing all of this you will keep excusing yourself and you will not even try because you will be in your comfort zone, and fear failure. Yet think about it, what is failure? What is the turning point between success or failure?
    If you keep doing things the same way, you will still be stuck in a spiral of insatisfaction. Move, work, be ready to fail over and over again.

Why someone like us feels entitled to give any lessons? Because we have been fighting for our dreams for years. While some believe that all of this is a failure, we believe it is a great success. After continue to “fail”, we will see who has failed and who has succeeded.

Now, to answer the question, What is the secret to being a videogame developer? There is no secret. Only feeling that one belongs to all of this, because it is all about attitude. And more important even, you have to like it.

If you are willing and eager to do it, go ahead. Have the courage to live your dreams.

Searching inspiration – Amnesia

Image from Amnesia The dark descent April 1, 2014 10:04 am

The Shadow… it’s close now…

 

 

Which references did we take up from Amnesia?

  • The interaction with the environment: One of the main features that pop up in our minds when talking about Amnesia is the possibility of interacting with a great part of the environment, thus making the player feel free to pick almost any item he/she may found and make use of it.
  • The investigation: In Amnesia we are able to investigate in-depth in order to find useful items that will help us in-game, such as keys or different objects to complete puzzles or get out of situations which require a specific item.
  • The atmosphere: Gloomy, dark and lonely, it is accompanied by a soothing and surrounding melody that follows you throughout the whole game, and necessarily getting into the character. The paintings and the decorations generate an atmosphere that makes the player feel observed all the time.
  • The enemies: Immortal and creepy beings. The fact that you are unable to finish off your enemy creates a constant tension in the player so that he/she is not discovered, having to resort to stealth, and even in some situations have strokes of luck.

Searching inspiration – Bioshock

March 27, 2014 10:54 am

“A man chooses, a slave obeys!”

I guess it’s inevitable when creating a videogame, using references from other games that have struck you, and this is somehow transmitted to the player.

 

Even though it would be very pretentious from our part to compare ourselves to Bioshock, we can’t deny we have drank quite a lot from this source, so to speak, because Bioshock has been one of the references that has influenced us the most, or moreso even: our main reference.

Which references have we used from Bioshock?

  • The narrative: One of the main features of Bioshock is the way the story is narrated parting from a series of recordings. We believe it is an incredible way of telling a story. By doing it this way we can focus more on the characters, and narrate their thoughts or feelings in the form of a personal journal, without interrupting the dynamism of playability.
  • The characters: Highly defined. Each character has a very strong personality, and this is transmitted through what they say or the way they think.
  • The atmosphere: A classic of the 1950-1960s and, at the same time, macabre. Formed by a contrast generated from the union of joyful music, posters with images of happy people, decadence, violence… altogether generating a noxious ambience.
  • Story: One of the features we adore the most. Bioshock is plagued with little hints spread all over the game that precede a turning point in the plot at a certain point in the story. What would a story be without those potential spoilers? The feeling of continuously sensing the whole of the plot, theorizing and, at the climax of the game, mentally reviewing all events leading to that moment. We wanted to reflect all of it in The Crow’s Eye, and we hope to have succeeded.