Apr 11 17:46
Heads up, I've added an email subscription link in the navigation bar below.
I will send out updates once or twice a month.
Apr 11 12:59
Earlier this year I was contacted about a potential collaboration, usually I'm hesitant to do stuff like this just because free time had been so tight, but it turned out that MethLab supported a bunch of artists I'd listen to while doing work on MOBD.
Check it out at the above link, it features recent & upcoming tracks by Broken Note, Plaster, Woulg, Gore Tech, The Sect, Cause4Concern, 2methyl, VNDL, VAETXH, Machine Code, VHS Head, Valance Drakes, Balkansky, Oyaarss, Kanji Kinetic & Thorpey
It was an awesome little project to do, I was able to experiment with writing some new effects that will work their way into MOBD, along with learning a bit about audio visualization techniques.
Apr 10 19:11
I'm working on Memory of a Broken Dimension full time now.
The project started as something I'd do on the side, late at night, in a hazy state of mind. It was an escape from the daily routines of a FPS level designer working in an increasingly tired AAA game industry.
MOBD became "official" back in June 2011 when I posted a devlog in the TIG Source forums, like how many side projects begin. I was cautious to reveal much about the project early on, but I'd recently discovered the name with a random text generator, and decided to use it as the working title. There was a proof of concept made during LD19, the December 2010 Ludum Dare 48 hour jam. Prior to that, pieces of the project floated around in notes written on junk mail & paper scraps, eventually forming a warped mass of ideas in sketchbooks.
2011 ended with an overdue break from AAA games during multiple layoffs. I was planning to complete a smaller project, PROTEKOR, as a crash course in developing for mobile devices. But I soon joined with a small start-up that had an intriguing game concept. They were using Unity3D, so my new plan was to absorb as much technical knowledge possible, with the intent to apply it to MOBD.
2012 was possibly the most productive year for MOBD. But doing the math, the estimated hours really only amount to some brief months, when translated to a typical 9 to 5 work week. I had increasing opportunities to get word of MOBD out, especially thanks to the communities & work of Lunarcade, Mont Royal Game Society, Santa Ragione and Interactive Visions. Eventually a short playable demo from prior events was released in March 2013. People appeared to actually want to see more of this thing.
2013 had my focus shift entirely onto the day job as we strained ourselves to ship. Seeing months pass by with little to no progress, I started to realize that MOBD would never get finished unless I gave it all my focus. I'd decided that working for someone else could not compare to the thrill, pain & inherent satisfaction of working towards completing my own vision.
Early 2014 I parted ways, started tying up loose ends and preparing to finish Memory of a Broken Dimension.
Now that I've got the site online, I'll be treating it as a devlog, and feeling out a routine for posting updates regularly.
Thank you for the prolonged interest in this project!