David Mervik
๐ค SpeakerAppearances Over Time
Podcast Appearances
Um, it just felt like the way to go with, we thought of it very much in terms of movies, like watching horror movies together, particularly at the cinema, but kind of cathartic experience when scare comes and everyone, first of all, they jump in and you hear the laughter and, when everyone's just trying to calm down and get their ego back in check, you know, all that stuff.
Um, it just felt like the way to go with, we thought of it very much in terms of movies, like watching horror movies together, particularly at the cinema, but kind of cathartic experience when scare comes and everyone, first of all, they jump in and you hear the laughter and, when everyone's just trying to calm down and get their ego back in check, you know, all that stuff.
Um, it just felt like the way to go with, we thought of it very much in terms of movies, like watching horror movies together, particularly at the cinema, but kind of cathartic experience when scare comes and everyone, first of all, they jump in and you hear the laughter and, when everyone's just trying to calm down and get their ego back in check, you know, all that stuff.
And that felt a nice balance because we knew we weren't going to be, we were going to be losing a lot of the whimsy from the past, but we still like that balance. And I think this kind of addressed that balance then, where it was, you were sharing the horror, you were sharing this experience a bit more.
And that felt a nice balance because we knew we weren't going to be, we were going to be losing a lot of the whimsy from the past, but we still like that balance. And I think this kind of addressed that balance then, where it was, you were sharing the horror, you were sharing this experience a bit more.
And that felt a nice balance because we knew we weren't going to be, we were going to be losing a lot of the whimsy from the past, but we still like that balance. And I think this kind of addressed that balance then, where it was, you were sharing the horror, you were sharing this experience a bit more.
So it informed the story about being scared together and going through something together as a group of friends. But then also in terms of the players' experience as well, being scared together and how do those two jive. It's a different feeling, isn't it, when you're players playing together as these characters who are obviously having a worse time.
So it informed the story about being scared together and going through something together as a group of friends. But then also in terms of the players' experience as well, being scared together and how do those two jive. It's a different feeling, isn't it, when you're players playing together as these characters who are obviously having a worse time.
So it informed the story about being scared together and going through something together as a group of friends. But then also in terms of the players' experience as well, being scared together and how do those two jive. It's a different feeling, isn't it, when you're players playing together as these characters who are obviously having a worse time.
But all of it just felt really interesting to us. In terms of the camera though, that was the final piece of the puzzle for, for presenting this in the way that we were. Right.
But all of it just felt really interesting to us. In terms of the camera though, that was the final piece of the puzzle for, for presenting this in the way that we were. Right.
But all of it just felt really interesting to us. In terms of the camera though, that was the final piece of the puzzle for, for presenting this in the way that we were. Right.
No, we, we talked about that very, very early on and we kicked it to death very early on as well. We like, I think we maybe even did a test. We tried it and it was just sort of like, oh no, that's not the point. We're not going through this together anymore. Even though it presented more opportunities probably for fun gameplay, you know, I'll go this way and you go that way.
No, we, we talked about that very, very early on and we kicked it to death very early on as well. We like, I think we maybe even did a test. We tried it and it was just sort of like, oh no, that's not the point. We're not going through this together anymore. Even though it presented more opportunities probably for fun gameplay, you know, I'll go this way and you go that way.
No, we, we talked about that very, very early on and we kicked it to death very early on as well. We like, I think we maybe even did a test. We tried it and it was just sort of like, oh no, that's not the point. We're not going through this together anymore. Even though it presented more opportunities probably for fun gameplay, you know, I'll go this way and you go that way.
The minute you split apart, it's not the same experience anymore. So we felt like we needed to nail that camera. And so we had someone do a test for this shared directed camera, which would
The minute you split apart, it's not the same experience anymore. So we felt like we needed to nail that camera. And so we had someone do a test for this shared directed camera, which would
The minute you split apart, it's not the same experience anymore. So we felt like we needed to nail that camera. And so we had someone do a test for this shared directed camera, which would
you know, it could pull out when we needed to, pull in when we needed it to, it could go wherever we wanted it to, to serve the scene that we were creating while always keeping the players on screen at all times. And when we got that test back, we were like, we've got it, that's it now, that's the game. And so that was like a real, real pivotal moment.
you know, it could pull out when we needed to, pull in when we needed it to, it could go wherever we wanted it to, to serve the scene that we were creating while always keeping the players on screen at all times. And when we got that test back, we were like, we've got it, that's it now, that's the game. And so that was like a real, real pivotal moment.