Liquid Development / Blue Omega – Designer (2005)

I was involved with a lot of Damnation’s early design phase, which is revealved in the video of this post.  Much of it involved throwing concept art into Photoshop and then subsequently drawing paths on the image.  Then we’d type up a doc that described, in detail, EXACTLY what the players would be doing along this path.  Often we’d sketch up a quick visual reference for a puzzle or mock up a quick scene in 3DS Max to help convey the action we were scripting out.




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