The Art of... HELLSCREEN
Solo developer Jamie Degen looks back on the making of his debut game, one that makes a virtue of hind-sight to get ahead
Jamie Degen is an environment and VFX artist by trade
THE IDEA FOR AN “FPS WITH A REARVIEW MIRROR” SEEMS LIKE SOMETHING CONCOCTED DOWN THE PUB; TO BE DISMISSED OR FORGOTTEN IN THE FOG OF A HANGOVER. HOW DID THE IDEA COME TO YOU? person to spot another person would always win that but it led me to think about all the things you could
OBVIOUSLY, THERE ARE A NUMBER OF GAMES THAT INSPIRED THE FPS ELEMENTS, BUT WERE THERE ANY IN PARTICULAR THAT INSPIRED THE LOOK OF HELLSCREEN, OR THAT YOU WANTED TO PAY HOMAGE TO? There are a few tidbits from various games that inspired the look, mainly the levels from Alien Trilogy with the Derelict spaceship and the Giger-inspired level from Streets of Rage 2, but there’s also a hint of Wipeout 2097’s industrialism and Jedi Knight: Dark It’s probably more accurate to say that I realised all these connections to these games that I
WHAT IN YOUR EXPERIENCE AS AN ENVIRONMENT AND VFX ARTIST HELPED YOU GO IT ALONE ON A GAME LIKE HELLSCREEN?
It helped knowing how to create content quickly and your skills but it was less pressure knowing that the allowing me to focus on learning to code and design
48 | MCV/DEVELOP April/May 2023
Page 1 |
Page 2 |
Page 3 |
Page 4 |
Page 5 |
Page 6 |
Page 7 |
Page 8 |
Page 9 |
Page 10 |
Page 11 |
Page 12 |
Page 13 |
Page 14 |
Page 15 |
Page 16 |
Page 17 |
Page 18 |
Page 19 |
Page 20 |
Page 21 |
Page 22 |
Page 23 |
Page 24 |
Page 25 |
Page 26 |
Page 27 |
Page 28 |
Page 29 |
Page 30 |
Page 31 |
Page 32 |
Page 33 |
Page 34 |
Page 35 |
Page 36 |
Page 37 |
Page 38 |
Page 39 |
Page 40 |
Page 41 |
Page 42 |
Page 43 |
Page 44 |
Page 45 |
Page 46 |
Page 47 |
Page 48 |
Page 49 |
Page 50 |
Page 51 |
Page 52 |
Page 53 |
Page 54 |
Page 55 |
Page 56 |
Page 57 |
Page 58 |
Page 59 |
Page 60