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Graveyard of Thieves Post Dev Blog I

A brief introduction about me and my game Graveyard of Thieves.

My name’s Vivek, I’m a Game Designer/Scripter. I’ve been working in the games industry for 6 years now. I’ve done QA work on the Baconing the third game in the Deathspank series, I’ve also worked as a game designer on AAA games like Sleeping Dogs. I moved back home  to India from Canada in 2012 and worked as a Mission Designer/Scripter on Tryst, In 2013. I quit my job and spent a while trying to figure out what to do next. 

I started working seriously on a game in mid 2014. I’d had a few ideas that I’d been kicking around and I finally settled on one. The idea I started working on back in June ‘14 and what I released this week seem somewhat like distant relatives to me, they might be from the same family tree but they have very little in common with one another.    

The idea at the core of Graveyard of Thieves was about interacting with the environment by making all interaction dependent on visual contact i.e. you have to look at an object in the environment to interact with it. I set out wanting to build a stealth game with an interesting story, where the player didn’t carry any gadgets on their person but used gadgets embedded in the environment to evade & distract enemies and use the same gadgets to solve puzzles. How successful I was remains to be seen.    

This Blog will chronicle(retrospectively of course) the game I set out to make, the game I ended up finally making, the mistakes I made and the lessons I learned along the way. It should be an interesting journey and I hope you join me for it !!

P.S.

Graveyard of Thieves Out Now on itch.io !!!!    (Buy it !)

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