Tag Archives: Chris Delay
Tue, Nov 20, 2012 | 16:38 GMT
Prison Architect developer Introversion has released the fourth alpha build of its harrowing creation sim. Get all of the new updates below.
Mon, Oct 29, 2012 | 13:50 GMT
Prison Architect’s paid alpha funding process is paying off, as developer Introversion Software has just revealed that the game has made $370,000 in just four weeks. The game follows a similar funding model as Minecraft, giving players access to each new build as it is released.
Mon, Oct 29, 2012 | 11:57 GMT
No sooner did we post our interview with Prison Architect developers Introversion Software, did Eurogamer release the studio’s superb Eurogamer Expo developer session from September. In it, co-founder Chris Delay discusses the game’s mechanics, funding model and more. Watch it below.
Thu, Apr 30, 2009 | 13:36 BST
Introversion’s Chris Delay has written up an account of the company’s “truly terrible” 2008 in the firm’s blog, claiming that everything he worked on last year was a “failure”.
“It’s hard for me to look back, because I see Subversion on hold so much of the time, and I see my major time sinks (Chronometer, Defcon DS, Multiwinia) all as failures, not even projects I wanted to work on, and now have to live with them all going sour,” said the developer.
Delay admits in the piece that Introversion nearly folded last year, but that new finding is now giving the firm hope.
“We’re back on the ascendancy, with a truly terrible year behind us, and a new sense of clarity and purpose,” he added.
It’s sobering stuff.
Thu, Sep 04, 2008 | 22:41 BST
There’s a very interesting article over at RPS, where co-owner Jim Rossignol looks at the “State of Game Audio” by interviewing sound designers “Marty ‘Halo’ O’Donnell, CryTek’s Florian Füsslin, Introversion’s Chris Delay and the legendary George Sanger.”
The piece looks in-depth at why videogame audio is so often overlooked, whilst arguing that it’s integral to gameplay:
“Perhaps it’s fair that sound takes a back seat because that’s how we’re wired, but those of us who are sound designers know how much influence we actually have,” says O’Donnell.
Everything’s explained through the link.
By Mike Bowden
Wed, Jul 09, 2008 | 07:23 BST
Introversion has confirmed that it’s working on Channel 4 funded game called Chronometer.
The Darwinia developer was approached by the UK TV channel recently and asked if it had any ideas that could potentially be backed, a move which gave birth to the project.
“So around three months ago, despite being busier than we’ve ever been, Introversion Software began work on its sixth game,” said designer Chris Delay, speaking on the company’s blog.
“Channel 4 funded an exploratory pre-production phase of three months work, which we have now almost completed. We spent a long time looking for a fulltime writer, and worked through nearly 50 applicants until we hit on the right guy for the job – a writer named Chris Hastings, who’s sample work was a league ahead of the competition. Chris and myself have been working closely together in Cambridge during this three month period and that Chronometer document has now expanded into a whole project folder with scripts, pictures, maps, flow charts, production plans, budgets, the whole lot. We’ve spent a lot of time moving post-it notes around on a giant board, trying to piece together the structure of this new game.
“Ultimately we don’t know for certain if Chronometer will be going into full production – the conditions would have to be right for Introversion and for Channel 4, although they’ve been fantastic to work with during pre-production. We’re pretty much finished with this phase of Chronometer for now, and we’ll keep you updated about this interesting sixth game project as decisions are made.”
There are no firm details as to what the game actually is as yet, but there’s more from Chris through the link.
Wed, Feb 20, 2008 | 12:12 GMT
Indie favourite Introversion – developer of classics Uplink, Darwinia, Defcon and the upcoming Subversion – has hinted that the company’s future may see a publishing role develop.
“There are games out there we could have taken and published,” said commercial director Mark Arundel, talking to videogaming247 in San Francisco yesterday, ahead of this week’s GDC. “Half the team is publishing, so we end up with people being idle. To keep those staff you have to do something.”
“I see so many games out there messed up with schoolboy errors,” Arundel added. “It makes me furious.”
Arundel explained that indie game developers were blowing their chances to access big time opportunities by not being handled correctly.
“With our contacts and our understanding we could certainly do something useful,” he said.
Arundel and creative director Chris Delay outlined a possible future where their publishing and distribution architecture could handle games other than those produced by the tiny company. Arundel also envisioned two development teams within the firm.
The company is currently putting the finishing touches to its multiplayer version of cult RTS title Darwinia, as well as shaping the new experimental project, Subversion, an as yet enigmatic game both to the public and the people working on it.
“It’s true: we actually don’t know where this will go,” said Daley, referring to repeated public statements about the vagueness of Subversion, which is based around Delay’s experiments in procedural graphics.
“The game will happen when Chris has done enough,” said Arundel. “Or when I tell him to stop.”