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
Crafting Dread Not’s Connected Nightmare
on engineering approaches considering multiplayer and networking features
Ben Rowan
VR Prototyping: It Takes a Lot of Time to Pilot a Submarine
on implementing virtual reality
Nathan Morgan-Shimmin
The Diving Helmet Decision
on character design and modeling
Eleanor Berg
The Frankenstein Monster of Dread Not
on creature design
Ben Moon
AI Development: Bringing Charlie to Life
on AI
Victor Mondragon
Adding Movement to the Mayhem
on animation
Gabe Anderson and Ben Moon
Reporting to You: Behind the Media
on marketing
Elaine Kelling
Making Underwater Magic: Realistic Fish and Caustic Lighting
on VFX and tech art
Zach Adler and Sarah Ziebarth
Proper Prior Planning Prevents Piss Poor Performance
on graphics optimization
Samuel Lambert and Ben Rowan
Tuning In to Dread Not's Audio
on sound design
Jacob Sherrick, Eomji Sohn, Ed Kuri, and Karina Wang
Do You Copy?
on implementing playtester feedback
Guinness Bruce
A Picture is Worth A Thousand Words
on concept and splash art
Jon Wolfe
What's On the Menu?
on UI
Jon Wolfe
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