In addition to creating some of The Evil Within’s most terrifying creatures, Ikumi was the creator of “The Real Tango” comics on the dev studios’s homepage. Using the comic as inspiration, she provided us with an amazing print featuring characters from some of Bethesda’s most beloved games. And Pete!
What you wouldn’t expect is how these sounds are engineered. Stomach-turning noises that could make squeamish players lose their lunch are, actually, created by the very foods you might eat during lunch. On a recent trip to Tango Gameworks, the sound team had the Bethesda Underground team (myself included) track down items to create heinous sound effects for the game.
With a short grocery list of cantaloupe and raw beef from sound designer Mashahiro Izumi, we decided to have some fun and surprise him with additional items to throw into the mix.: noodles, marshmallows, potato chips, and more.
The results? The experience was nearly as terrifying as the game itself. Well versed in the arena of Foley work, Izumi-san assaulted the foods we provided with the same tenacity as some of the game’s most challenging opponents.
The Evil Within releases in North America and Europe on Tuesday, October 14th and on October 16th in Australia/New Zealand. Pre-ordering the game today allows you to gain access to the Fighting Chance Pack.
For more details, visit www.theevilwithin.com/preorder
Meet Tango Gameworks’ Level Designer, John Johanas – AKA ‘The American’.
For more Bethesda Underground videos, check out playlist here.
As the old saying goes: “It takes a Village”. That’s certainly the case when it comes to volunteers for QuakeCon. In a new video from the Bethesda Underground team, meet three QuakeCon volunteers and find out what brings them back to QuakeCon every year.
Want to be one of the villagers that makes QuakeCon so awesome? Be sure to visit the BYOC volunteer desk at this year’s show.
Look for more Bethesda Underground videos for The Evil Within in 2014.
In the newest Bethesda Underground video, learn more about the marketing geniuses at Bethesda, including our in-house Khajiit, J’Datharr Buttons.
Watch more of our Bethesda Underground videos in a playlist at youtube.com/bethesdasoftworks.
The video is broken out into two parts. First, we interviewed Axel to learn more about working at Machinegames and creating concept art for Wolfenstein: The New Order.
In the second half of the video, he demonstrates his daily routine of speedpainting — his method of mentally preparing for the work day by spending 15-20 minutes to create a concept image from scratch.
In the coming weeks and months, we’ll be sharing more Bethesda Underground videos from our trip to MachineGames. If you’ve missed any of the previous videos, check out our playlist on the official Bethesda YouTube Channel.
In a rush to get Bethesda Underground out of their office and avoid the camera, MachineGames (the devs behind Wolfenstein: The New Order) sent us on a quest to find “culture” in the quiet town of Uppsala, Sweden.
Will we succeed or will we return back to the office in defeat, licking our wounds, hungry and in search of candies and amazing wallpapers?
Today we kick off our series of Bethesda Underground videos from our recent trip to Machinegames HQ. Up first, we meet one of the principal founders of MachineGames, executive producer/managing director, Jerk Gustafsson (pronounced Yerk).
In the video (it’s not a dev diary), Jerk discusses working on Wolfenstein, how he got started in the industry, and what he almost got instead of his first computer.
Back in November of 2010, we announced the opening of our Swedish gaming studio, MachineGames. Formed by the founders of Starbreeze Studios, this week we’ve lifted the wraps on their first project – Wolfenstein: The New Order.
Recently, video editor Sal Goldenberg and I spent a week at their studio in Uppsala to learn about the taleneted men and women working at Machinegames. Over the next few months, we’ll be sharing numerous videos from our trip – beginning with our studio teaser today.
Stay tuned for updates throughout the year.