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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 and manage the PC tips & tweaks site

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


Member Blogs

Posted by Dave Bleja on Fri, 05 Jun 2015 01:14:00 EDT in Console/PC
There's been an unfortunate knee-jerk reaction in some quarters about the Witcher 3's all-White cast. I argue that this is a misleading and culturally insensitive conclusion that does more to hurt multiculturalism than promote it.

Posted by Dave Bleja on Thu, 21 May 2015 02:10:00 EDT in Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
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.

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 - 05/31/2016 - 12:29]

I 've been mobile gaming ...

I 've been mobile gaming since the early eighties, when I adored my LCD Game and Watch handhelds. r n r nBack then, mobile gaming was a viable sector of the market, but only a sector. The same is true today. The same will be true tomorrow. r n r ...

Comment In: [Blog - 05/27/2016 - 09:59]

Seems like a pretty successful ...

Seems like a pretty successful trailer to me. r n r nI 'd never heard of Mighty no. 9 until now. Because of you, and your willingness to publicise it. And why were you so willing to publicise it Precisely because of those so-called 'mistakes ' r n r nIf ...

Comment In: [Blog - 05/18/2016 - 01:13]

The latest Mercedes Benz is ...

The latest Mercedes Benz is expensive. I 've got an old Trabant in my garage that still works sometimes if I kick it. r n r nAs an animation tool, flash doesn 't even come close to toon boom harmony. Not even remotely close. Besides, present-day flash is part of ...

Comment In: [News - 11/19/2015 - 04:03]

@Kyle: r n r nThe ...

@Kyle: r n r nThe point is that while it isn 't possible to stealth your way through the game, it should be. It 's a Tomb Raider game it should be about sprightly navigation and puzzles. r n r nThe other related point is that yes, most of the ...

Comment In: [Blog - 09/21/2015 - 02:00]

I enjoyed this article, and ...

I enjoyed this article, and you make some good points. But I can 't help feel that you 're missing something. It kind of sounds like you 're so at home with programming that the languages have become almost 'invisible ' to you, and you can see straight through to ...

Comment In: [Blog - 09/08/2015 - 01:23]

I suspect that many, if ...

I suspect that many, if not most, crowdfunding campaigns do it primarily for the boost in exposure. r n r nBesides, getting more exposure is ultimately about getting more sales, and therefore IS about raising money.