Dread Not
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Why We're Making Dread Not
on the game's inspiration
Sarah Ziebarth
Chaos in Deep Waters
on atmosphere and aesthetics
Eleanor Berg
The World of Dread Not
on lore and world building
Gabe Anderson
Designing the Physical Prototype
on physical prototyping
Graham Higdon
Implementing Puzzles in Engine
on puzzle design
Jacob Richardt
The Submarine as Seen by the Mechanic
on level design part I
Samuel Lambert and Zach Adler
The Pilot Room: Blending Functionality with Design
on level design part II
Ryan Thiede
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