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Dave Bleja's Blog

 

I'm Dave Bleja, and in 2014 I quit my job to found the game studio Volnaiskra and devote my time to making Spryke, the game I've always dreamed of playing. Spryke is a beautiful, lovingly created platformer with tough, devious gameplay like Super Meat Boy. It's fast, has super-tight controls, innovative mechanics, and stunning production values to immerse you in a luscious sci-fi world full of wonderful details. 

Over the years, I've worked as an animator, illustrator, multimedia developer and exhibition designer. I think outside the box, and I love to fill my work with lots of aesthetic detail. I've done work for film festivals, NGOs, corporate clients, and some of the largest museums in Australia. 

I designed and developed the groundbreaking online simulation breathingearth.net and manage the PC tips & tweaks site VolnaPC.com.

You can follow Spryke's evolution on my facebook page.

 

Member Blogs

Posted by Dave Bleja on Mon, 01 Dec 2014 01:06:00 EST in Design, Art, Console/PC, Indie
A great way to enhance a gameworld's believability and atmosphere is to make a custom alphabet for it. I've recently designed a complete alphabet for Spryke, and I'll take you through my whole process.



Dave Bleja's Comments

Comment In: [Blog - 02/25/2015 - 01:15]

Totally agree. Old school game ...

Totally agree. Old school game design might have some retro appeal for curious younger players, but everyone else should be old enough to know better. r n r nAnd don 't forget that much of the difficulty of many of those games arose from the player having finite lives, which ...

Comment In: [Blog - 02/17/2015 - 02:23]

You 're throwing the baby ...

You 're throwing the baby out with the bathwater. You 're suggesting that people flee a working platform because its new owners might do something colossally stupid and screw it up. Even if r nthat means fleeing to an open source solution that, by your own admission, may be sloppy ...

Comment In: [Blog - 02/19/2015 - 01:24]

Thanks for these useful articles ...

Thanks for these useful articles you write. r n r nThe thing I 'm never sure about is attribution. Royalty free libraries often state the need for attribution, without stipulating the details. r n r nLet 's say I buy a 3d model of a toaster on turbosquid.com the toaster ...

Comment In: [Blog - 02/17/2015 - 06:52]

There may be a significant ...

There may be a significant problem with this idea if, as you say, three dimensional spatial knowledge is key: videogames are almost always 2D. r n r nThey 'seem ' 3d only because our brains take the distorted, inferior, fisheyed 2d image and extrapolate it into three dimensions, based on ...

Comment In: [Blog - 02/09/2015 - 02:28]

True. For example, if it ...

True. For example, if it wasn 't for 'gate keepers ' like game reviewers championing them, probably no one would have ever heard of interesting niche games like Papers, Please, since the tiny initial customer interest in it would have been drowned out by AAA games. r n r nI ...

Comment In: [Blog - 12/01/2014 - 01:17]

Well the human mind always ...

Well the human mind always needs comparison one way or the other, so going realistic is the natural first choice as it has been for most art forms in existence . r n r nNot really. It took until the 1400s and even then only in Europe for painters to ...