Writer, game designer, artist
Making SIGNET CITY
Creator of Citizen Sleeper series + In Other Waters | editor Heterotopias | IndieCade, GDCA winner | Hugo, BAFTA, IGF, DICE + TGA nominee | PhD | they/them
Welcome to SIGNET CITY...
👁️A first person fungalpunk RPG from (me) the creator of Citizen Sleeper
◼️YOU ARE A PARASITE
◼️Manipulate your hosts, feed on their emotions
◼️Discover a strange city of biotech and brutalist architecture
Support the game and WISHLIST now on Steam 🙏 bit.ly/SC-Steam
Heyy, MEDITERRANEA INFERNO is getting a premium limited physical edition on PS5, published by @lostincult.co.uk and packed with exclusive perks and collectible goodies!
It's also a great way to support real indie games and the innovative vision they bring to the scene, so please help me share!!
Plugging away at Sovereign Tower on steam deck and it is impossibly charming, both in its gorgeous sun-soaked art and its knowing playfulness. Great to play a game that feels like the devs *loved* making.
In a world of AI slops,
MEDITERRANEA INFERNO is a fully hand-drawn video game.
Please support your fav indie pop star while working on their next one:
store.steampowered.com/app/2103680/...
We kick off the new Eteo Archetypes with a piece on Abandoned Places by the brilliant @florencesn.bsky.social - writing about a very memorable game and setting in ECHO - enjoy!
ECHO's palace is haunted by an infinite future that never came to be.
Read our first article on Abandoned Places, written by Florence Smith Nicholls.
https://www.eteogames.com/a-lonely-reflection-kenopsia-and-echo/
a pretty good summary of the kind of music I've been sinking my teeth into more since starting on Signet City
Gareth's inspirations here have been such a good compass for the trajectory of the game's soundscape, and for my own research into developing our sound for Signet's musical identity
This months newsletter is hitting inboxes as we speak!
Read about the musical inspirations for Signet City and build a playlist of tracks and albums that will bring you closer to the game.
🎶Read (and listen) here: jumpovertheage.substack.com/p/signet-cit...
One thing I always feel I never find enough of in games is bustling, vertiginous fantasy cities. When they do appear they are so often dead or ghoul infested. I would love to play more games that had living cities I could wander.
One thing I always feel I never find enough of in games is bustling, vertiginous fantasy cities. When they do appear they are so often dead or ghoul infested. I would love to play more games that had living cities I could wander.
This months newsletter is hitting inboxes as we speak!
Read about the musical inspirations for Signet City and build a playlist of tracks and albums that will bring you closer to the game.
🎶Read (and listen) here: jumpovertheage.substack.com/p/signet-cit...
This months newsletter is hitting inboxes as we speak!
Read about the musical inspirations for Signet City and build a playlist of tracks and albums that will bring you closer to the game.
🎶Read (and listen) here: jumpovertheage.substack.com/p/signet-cit...
A chairde: So thrilled to have been interviewed for My Perfect Console. At the time, I hadn't announced our studio or game, so I was selectively vague, haha! We spoke about my adoption, racism, the #Irishlanguage, the spiralling games industry & more.
What a delight Simon is!
#gamedev
After @unaminh.bsky.social was adopted as a newborn, she grew up speaking Irish, a language that would go on to shape both her education and her career.
What titles has the multimedia creator and leading figure in Irish-language gaming chosen for her perfect console? Find out now: bit.ly/4dpo2jA
Andrey Surnov's concept work for Jusant in my brain again this morning. Can't think of a game set among ruins that made me more desperate to see more of its world. So few games manage such an original and rich aesthetic, so sad the team never got to make more.
Hey folks! Not in a position to hire *yet*, but looking for folks to keep in mind who are particularly good at UI art/design! Must have previous XP in making UI for games (even jam games).
So if that's you, please send me a link to your portfolio/work so we can keep it on file. NO AI. <3 🎨
~ ÚMK
Silent Hill Townfall is tame at first, its opening village chores a little too dry, but once part 4 begins it locks-in on a kind of architectural horror that makes real the implicit hostility and structural violence of pebble-dashed council flats and damp-cornered shopping centres. Powerful stuff.
One scene in particular, when the “rain” begins at the start of part 4, escapes the realism that muffles the game to instead provide a deeply (and darkly) poetic image. The violence implied by the architecture finally being realised. The structure can no longer hold, a leak becomes a cascade.
I’ve written before about the architectural poetics of Silent Hill (though it was a long time ago!) and it’s great to see Screen Burn building on that.
Here’s an old piece of mine if you are interested- www.killscreen.com/basements-ba...
Silent Hill Townfall is tame at first, its opening village chores a little too dry, but once part 4 begins it locks-in on a kind of architectural horror that makes real the implicit hostility and structural violence of pebble-dashed council flats and damp-cornered shopping centres. Powerful stuff.
Silent Hill has long been a series about the horrors of institutional architecture—apartment blocks, schools, hospitals, prisons, hotels—its horror is the long corridor of locked doors. At first I thought Townfall had missed this aspect by choosing a Scottish island setting.
But, while it takes its time to get there, Townfall builds on this architectural foundation by connecting it back to the world we live in. Townfall’s structures reflect real structural issues, and its “monsters” are just your fellow sufferers—turned monstrous by those same structures.
It’s Sable’s 5th Anniversary!
I’ve written some reflections on what the game means to me, and to celebrate I’m delighted to announce that @lostincult.co.uk are reprinting the Sable Design Works
Find out more here:
www.eteogames.com/sable-turns-...
ICYMI, @jumpovertheage.com shared their mood board for Signet City 🏙️
Packed with gorgeous references, it includes the two main textures of the game: grain and ink ✒️
See the inspirations that helped shape Signet City below
Don't forget to wishlist the game on Steam!
🍄 bit.ly/SC-Steam
I have a soft spot for the Plague Tale games and am having a great time with Resonance. Like the rest of the series it fires its characters down a grim and gorgeous spiral, marked with inventive encounters. The art direction is as standout as ever, blending classical motifs with some very cool ideas
I have a soft spot for the Plague Tale games and am having a great time with Resonance. Like the rest of the series it fires its characters down a grim and gorgeous spiral, marked with inventive encounters. The art direction is as standout as ever, blending classical motifs with some very cool ideas
An excellent and thoughtful piece on failure in RPGs, which I got to contribute some words to:
"I'm putting you through failure in order to give you something that I think you will enjoy. I try to earn that trust from the player."
"If the player trusts you enough, they are not going to savescum": Why the makers of some of the best RPGs on PC want you to get used to failing https://bit.ly/4cPmuPy