Posts with ‘HamishMcLeod’ Tag


By: Derek Yu

On: January 9th, 2008


Michal Marcinkowski, Sigvatr (aka Eric Vaughn), and Hamish McLeod have teamed up with two other talented artists to form Transhuman Design. You might recall that MM and Sigvatr were already collaborating on Link Dead, a spiritual sequel of sorts to the ever-popular Soldat. Now they are planning a new online game that will use the Link Dead engine:

The game is called Berserker and it is about killing… bare hands and blunt weapon plain raw killing. On the website you can check the main game outline and a video of Sigvatr doing some vocal recordings of the game. I think you can get a feel of the game from there.

MM is saying the game will be much simpler than Link Dead and will be released before the latter as a test of the new engine.

I have to say, with the amount of indie strength on board, I have high hopes for this one. And I do enjoy a bit of the ultra-violence now and again.

(Thanks to BMcC, Terry, Tim, Xander, and ithamore for keeping things going while I was away. It’s good to be back!)

Furry 2

By: Shabadage

On: September 2nd, 2007

Dustin Gunn recently posted this trailer for the upcoming game Furry 2, a sequel to Furry which was made a number of years back by Hamish McLeod (now of Moonpod fame). If you’re a fan of old school DOS style action platformers, giant green enemies wielding chainsaws, or Tequila; you should give this trailer a watch. No word on a release date yet, but we’ll keep you informed once we get one.

War Angels Post-Mortem

By: Derek Yu

On: August 21st, 2007

war angels creativity vs. time graph

Hamish McLeod has a nice post-mortem for War Angels up on his blog. An entertaining and self-reflective article, and certainly anyone who has been on a project that’s spiraled out of control can empathize. I especially like the graph shown above! It’s a pretty accurate depiction of game development.

The only way I can make games is by adhering to my own creative vision. By taking in outside input and ‘adjusting’ my vision, the game suffered. By fixing the game in stone, on a schedule I created, and not letting it grow with myself, I had sealed the fate of my game.

I think where scheduling can be useful is in planning and executing a game project that can be finished before you get to the point where the red, blue, and green lines start diverging. Creativity is boundless, but time, resources, and skills are not. You have to manage that on a large-scale project. And, to a certain extent, I feel like a lack of satisfaction with one’s work goes hand-in-hand with being a creator. It’s what drives you, right?

Regardless, I hope that Hamish gets back into game development sometime in the near future. C’mon, man, you know you still got that itch!