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  • Denis Dyack

    How the Chronicles of the Grand Inquisitor Defined The Art Direction for Deadhaus Sonata

    By Denis Dyack

    With the Chronicles of the Grand Inquisitor, we set out to create deep world-building for Deadhaus Sonata in the spirit of the old radio plays from the 1930s. Furthermore, we were working on something secret called the Eternal Infamy System**, which we plan to change how people understand narrative and RPG systems in games.  These new technologies combine traditional storytelling, user-generated content, cloud technology and AI, giving gamers experiences they have never seen before. We need a to
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    • 181 views
  • Denis Dyack

    New Website and Forums

    By Denis Dyack

    With the change in visuals to the game and further exciting and upcoming announcements, we thought it would only be appropriate to update the website and the forums. To this end, we had the following goals: Update the website to reflect the new look Simply the website - many thought there was too much! Change the forum software from Xenforo to Invision (IPS) There are many features and things to explore, like the new website, home landing page for the forums, n
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    • 129 views

New Website and Forums

With the change in visuals to the game and further exciting and upcoming announcements, we thought it would only be appropriate to update the website and the forums. To this end, we had the following goals: Update the website to reflect the new look Simply the website - many thought there was too much! Change the forum software from Xenforo to Invision (IPS) There are many features and things to explore, like the new website, home landing page for the forums, n

Denis Dyack

Denis Dyack in Community

How the Chronicles of the Grand Inquisitor Defined The Art Direction for Deadhaus Sonata

With the Chronicles of the Grand Inquisitor, we set out to create deep world-building for Deadhaus Sonata in the spirit of the old radio plays from the 1930s. Furthermore, we were working on something secret called the Eternal Infamy System**, which we plan to change how people understand narrative and RPG systems in games.  These new technologies combine traditional storytelling, user-generated content, cloud technology and AI, giving gamers experiences they have never seen before. We need a to
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