We wanted to give a quick progress update on one of our favourite scenes from early in the Broken Roads adventure: Kokeby Waystation.
Read More27th May to 3rd June is National Reconciliation Week, a time when this Nation must continue the essential work towards justice and reconciliation in this Country. We want to acknowledge that this has been, and continues to be, a long journey.
Read MoreDrop Bear Bytes is looking for a Writer and Narrative Designer with 3-5 years experience, who has shipped 1 or more titles with a focus on branching dialogue, and who can demonstrate strong familiarity with the various stages of the game development lifecycle as well as role-playing games in general.
Read MoreWe are once again incredibly happy to announce that Drop Bear Bytes have received funding from Film Victoria’s Assigned Production Investment program which supports game development within the state of Victoria.
Read MoreLife after the apocalypse might sound bleak, but it's still alive and vibrant in many ways - and not only those that want to kill you. In this dev blog, Broken Roads’ VFX artist Ryan Gee takes us through a number of the techniques and solutions we’re working into the game at the moment.
Read MoreWe are very excited to announce that Leanne Taylor-Giles is now on the team as Narrative Lead! She joins the studio after nearly six years at Ubisoft Montreal, where she worked as a scriptwriter on Rainbow Six Siege and Watch_Dogs 2. It was her prior writing role on InXile’s Torment: Tides of Numenera that now sees her reunited with Broken Roads’ Creative Lead, Colin McComb.
Read More2020’s been a hell of a ride for everyone, but we’ve made it to the end of this challenging year and wanted to give a quick rundown on some recent dev and design highlights before we close up shop at Drop Bear towers and the team get a much-deserved break.
Read MoreRecently we made some changes and additions to the Moral Compass design, both in terms of functionality and the specifics of the moral quadrants in place. In this post, we’ll run through these recent design decisions and the addition of ‘moral memory’.
Read MoreWe’re really happy to announce that Broken Roads is now on Steam! Along with our pre-alpha showreel for gamescom, which you can watch below, we’ve also added some new screenshots to show off some of the new content the team have been working on these last few months.
Read MoreFrom the outset, we always wanted Broken Roads to have the feel of a “playable artwork”, and have actively worked towards the goal of maintaining a painterly style throughout. The image above was created by our Art Director and Lead Concept Artist Kerstin Evans to define the visual target for Broken Roads. Kerstin explains the how and why of making this image.
Read MoreQueensland-based composer Tim Sunderland, Audio Lead on Broken Roads, has been a muso for 23 years, having started on the drums at 10 and expanding from there. He’s been playing games since the early nineties, with his first gaming memories being on the Commodore 64 with the likes of Frogger, Bards Tale and R-Type. Here Tim talks us through the process of recording sounds through to getting them in-game.
Read MoreThis week we said goodbye to Samantha Webb, who has been on Broken Roads as Narrative Lead for the last 9 months. Samantha has landed a great new role with Ndemic Creations in Bristol, UK, as Game Writer and Comms Lead on Plague Inc and Rebel Inc. We got some final words from Samantha on her time with Drop Bear Bytes and in particular what it was like working with a team who are largely on the opposite side of the world.
Read MoreDrop Bear Bytes is excited to announce that Colin McComb has joined the team as Creative Lead on their upcoming isometric RPG, Broken Roads.
A veteran designer of both tabletop and computer RPGs, McComb’s work spans over 25 years with credits ranging from classics such as Fallout 2 and Planescape: Torment through to more recent work on Torment: Tides of Numenera and Wasteland 2 & 3.
Read MoreThe Moral Compass is an attempt to add more depth to the computer role-playing experience… enforcing some kind of consistency of character so that your alignment was not quite so arbitrary – the easiest example would be how many role-playing games let you be noble in one quest and evil immediately after.
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