Gamasutra Interview

Thanks everyone for your questions and enthusiasm for the game!

Here's a new interview we just did with Gamasutra, going into a lot of depth about the game's desgin philosophy and features

Fear and foreboding are design pillars in The Conjuring House
Designing for fear is also about leveraging the power of suggestion, which if done properly triggers a fear of the unknown, and can put the player in a state of panic, says Kharijah. It’s the same concept used by Lovecraft, or any good creator of horror, who realizes the most crippling dread comes from a person’s own imagination.

Check the entire article, by clicking link below

Gamasautra: Fear and foreboding are design pillars in The Conjuring House


RYM GAMES

Article Gamasutra Interview posted by RYM GAMES on Friday, April 18, 2014