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.
Photoshop Layer Styles are very powerful and surprisingly versatile, and I use them for almost all of Spryke's graphics. In this guide, I go through various Layer Style tips & tricks, including Pseudo Color Overlays, internal Adjustment Layers and more.
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.
[Blog - 05/20/2015 - 02:13]
To be honest, I 'm ...
To be honest, I 'm not sure I quite understood what your epiphany was, so I might be doubling up here. But I think a key issue is not just philosophical, but is concerned with treatment of women in the real world. r n r nMen especially very young men, ...
[Blog - 05/20/2015 - 02:13]
Very well written article. Ordinarily ...
Very well written article. Ordinarily I 'd say that semi - clueless gamers greenlighting games sounds better than semi-clueless businessmen greenlighting them anyway. But kickstarter backers have shown themselves to be an astonishingly conservative bunch.
[Blog - 05/21/2015 - 02:10]
That 's a good tip, ...
That 's a good tip, Rick. It 's not quite as portable copy/pasteable as other methods, but it sure is a quick and efficient method. Actually, I can think of a few times in my project when I would have benefited from using your method.
[Blog - 05/12/2015 - 01:39]
I think what muddies the ...
I think what muddies the water is the combining motivations of art and nostalgia. r n r nIn theory, some people appreciate pixel art for its inherent qualities as a medium, while some appreciate it for its nostalgia. But in truth most are probably a blend of both. r n ...
[Blog - 04/21/2015 - 01:32]
As a solo developer, I ...
As a solo developer, I 'm finding that time is my scarcest asset, more so even than money. Big companies have marketing teams, and people whose sole job is to take care of social media presence. But marketing is just one of many hats I wear, and I can only ...
[Blog - 04/15/2015 - 02:28]
I wonder which, hypothetically, would ...
I wonder which, hypothetically, would be the most profitable: spending 1M on 10 games and expecting 1 hit, or spending 200k on 2 games, and 400k each on marketing thereby greatly increasing the chance of those games becoming hits