Exploration of the intricate details and layout of the expansive game world beyond the submarine, where all elements exist within the in-game universe except for the stationary submarine. The chapter highlights the deliberate choice to limit hidden secrets in the vast map to accommodate its size and complex navigation.
David Szymanski is a video game developer focused on short retro horror games. He created the hit FPS Dusk, along with Iron Lung, Chop Goblins, and the upcoming Butcher’s Creek. He’s also involved in the production of the upcoming Iron Lung film.
David joins the podcast to talk about his work, how to capture an appealing retro game feel, why he makes short games, developing in Unity, looking beyond Unity, and more.
Joe Nash is a developer, educator, and award-winning community builder, who has worked at companies including GitHub, Twilio, Unity, and PayPal. Joe got his start in software development by creating mods and running servers for Garry’s Mod, and game development remains his favorite way to experience and explore new technologies and concepts.
The post Dusk and the Art of Making Short Games with David Szymanski appeared first on Software Engineering Daily.