• Beginner Level Creations

    In preparing for Fingeance’s demo release (out June 1st!), I’ve been updating older chunks and creating a new beginner level as an introduction to the game for newer players. If you’ll bear with me, I’d like to go over what a beginner level for Fingeance looks like. Right in the beginning, the player is dropped […]

  • Making Musical Strides

    Over the past week I have been working on a variety of things, but the biggest thing I was able to do was make some musical strides for Fingeance. As I have mentioned before in a previous post, I didn’t have much of an idea for the type of music that Fingeance should have. Trying to figure out […]

  • Demo Announcement – Fingeance Alpha

    Make waves: The very first Fingeance Alpha Demo launches in two weeks. You can play it live, right here at EscapeIndustries.net on Monday, June 1st. We at Escape Industries humbly consider ourselves to be leading experts on matters of undersea revenge. To best enjoy the Fingeance Alpha demo, we suggest the following: Controllers – Keyboard […]

  • Level Design Progress – It’s happening!

    This past week has actually been productive for me design wise, despite having to get through finals week (maybe it’s from all the procrastination I’ve been doing…). I’ve completed a few parts that I’ve been meaning to hash out for a while, and am now currently working on the level design for Fingeance. I realize […]

  • Failed Concept Art

    This past week I have been working on some concept art that I alluded to last week, but I created some failed concept art instead… Before I get into it I haven’t really been able to work that much on them so is some leeway there, but that being said, I still failed pretty hard. […]

  • Preparing for the Slog

    Work on Fingeance started in July 2014. Twice, we’ve scrapped everything and started fresh. We’ve built and built, gone through planning, prototyping, implementation, and sweet, sweet content production. Even with all that behind us, surprises still lie ahead. Today, as we look out on Summer 2015, we see something scary and exhilarating and new. We […]

  • Game Design Update: The Gatling Gun

    Hey folks! It’s that time of the year where the more exciting and fun stuff (like this blog…) has to get put on the backburner for the more important and boring things (like finals…). Unfortunately, I haven’t been able to do much game design work this past week. This blog post and likely next week’s […]

  • Learning New Things

    Over the past week I have been learning new things more than I have been doing. The only thing I have to show is that I am working on some new concept art of the characters, starting with Finn. It is really important that you draw your character in multiple poses before you put in […]

  • Freshmaker: Revisiting Boss Design

    Escape Industries is a small studio. Three of us, working odd hours around jobs and school, are attempting an ambitious project. For this reason, we spend a lot of time on two things. First, making tools to increase our productivity. Second, using design tricks to cram replayability into every nook and cranny. This article looks […]

  • Movement in Fingeance

    This past week, I’ve been looking at the movement options we have in Fingeance currently. This blog post is gonna get pretty in depth in some of our design philosophies and understanding of our game, as well as the history of this game’s creation a little. Hopefully you get something interesting out of it. (Quick […]