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  1. NewsBot

    Rend Recap from PAX East 2018

    The away team is back from PAX East 2018 where we learned three very important things: Boston is cold, even in April. PAX East may now legitimately be bigger than PAX West. PopSockets are this year’s hot giveaway swag. This was our third convention of the year and much like with GDC 2018 the response from game journalists shows how well our latest Rend demo was received! Here are some clips and quotes from a few press outlets along with links to their full coverage. Shacknews: PAX East 2018: Rend Gameplay and Interview “The action/RPG/survival hybrid has been on the show circuit for a while now and continues to wow each time we get a closer look. The last time we saw Rend was at GDC where Shacknews video editor and former roadie for LFO Greg Burke got a small glimpse at the game. This time, we dig in deep for an extended look at the game in motion and get to pick Wood’s brain from the comforts of the Shacknews booth.”  Alienware: PAX East 2018 Livestream DualShockers: Rend Is Looking to Change Up the Survival Genre “Players can also mobilize to attack other team’s bases and if one team is dominating another, two teams can work together to take that team’s base down during these events where they’re unprotected. I can’t wait to see how some of Rend’s larger battles play out in-game, I’m a sucker for all-out warfare.“ AppTrigger: Rend: A Survival Game You Can Actually Win “Frostkeep Studios’ iterative take on survival game mechanics mixed with fantasy RPG elements caught my interest. Rend takes a traditional, survival game blueprint and transforms it into a competitive, community-based experience. This is a survival game in which you can actually win or lose.“ Irrational Passions: Rend Preview – Team-Based Survival “Rend has a really cool and unique team-building vibe to it, and with its clear structure and cycle-based nature, it immediately caught my eye. I was told that the team at Frostkeep wants to launch within the next six to nine months into early access, and I’m really excited to see how communities pick up and respond to this game.” Blast Magazine: PAX East 2018 – Rend Preview “From what we saw, Rend seems like it will be an epic-sized game. Still in pre-alpha, its map looked massive and the random creatures roaming everywhere made the world really come alive. Just imagine that with 60 players running around trying to kill each other.“ Massively Overpowered: Frostkeep’s Rend Has Come a Very Long Way in Just One Year “When I saw Rend last year, I walked away from it impressed with the scope of its vision and the prospect for what it could be in the future. The last year of game development as an industry seems to have gone in the other direction, with bubbles of battle royale encouraging short-term building without long term investment. It would have been easy for Rend to shrink itself down, and I’m pleased to say that it hasn’t. Quite the opposite; it’s kept growing larger and more engaging, and I find myself more curious than ever to see what it offers players as it continues moving through development.“ MMORPG.com: Rend Gets Bigger and Better “Rend, if you remember, wants to make the survival sandbox RPG not suck. If PAX East’s showing is any indication, I suspect that Frostkeep is well on their way to this goal. While still in alpha (with a new testing phase coming up very soon), there’s a whole lot of of new content – 9 new biomes, over 30 new monsters, entirely new player character models, new progression and skill trees, personal bases/housing, clan bases/housing, and on and on and on…” MMOGames.com: Rend at PAX East 2018: More, But Bigger “The first thing that’s grown in Rend’s current build is the map, which is now five times the size it was previously. With new biomes added to the game for a total of 12, each with a whole lot of new materials and, of course, new dangers. One of those biomes is a swamp region, which was shown to me in a friends and family build of the game. The region changed from a sunshine-soaked temperate forest zone to being a black and green, fog-covered expanse with new enemies to take on.” We look forward to bringing Rend to many more conventions (and countries!) as 2018 continues marching towards the game’s closed alpha, Early Access, and beyond! read the original article
  2. NewsBot

    Frostkeep Headed to PAX East 2018

    Frostkeep Studios continues to the second PAX event of the year in Boston at PAX East from April 5-8, 2018. While the booth will be similar to our PAX South presence, the team is presenting a new Rend demo based on the version shown at Game Developers Conference last month to industry partners, journalists, and content creators behind closed doors. The new game build includes updates and improvements based on initial community feedback. If you’re at the show, be sure to visit us at the Frostkeep booth (#17126) at the rear of the expo hall – just look for the Rend sign hanging overhead. We’ll see you there! read the original article
  3. NewsBot

    Rend Impresses at GDC 2018

    We’ve just returned from meeting press and partners at Game Developers Conference 2018, our second convention of the year, and the resulting interviews and articles demonstrate how excited game journalists are for what Rend is shaping up to become! Here’s a few quotes from some well-known press outlets along with links to their full coverage. Game Informer: The Best Indie Games of GDC 2018 “Frostkeep Studios is trying to elevate [the survival genre] to a higher plane. Rend shakes things up by trying to redefine isolation to be less about the player and more about your tribe. Alongside its tight shooter gameplay and a sense of scale that intentionally seems to invoke Xenoblade, Rend seems to be making interesting changes and has shared stakes that I have wanted from online survival games since their inception.” Shacknews: Exclusive Rend Interview “Unlike most of the survival games crowding the early access PC games market, Rend takes a different approach and mixes in a healthy dose of fantasy elements into the formula. Players choose one of three factions and then work towards pushing that faction to victory against the others. You can choose how you serve the faction when you play, either through resource gathering or in direct combat. Shacknews editor Greg Burke got some one-on-one time with Frostkeep’s Jeremy Wood at GDC to find out how the game is progressing.” Gizorama: A Whole New World – Update on Rend from Frostkeep “One of the main goals for the team is to have a robust steam workshop available, and they’re not shy of drawing comparisons to games like Skyrim that have remained relevant for years thanks to mods. Frostkeep wants players to feel like they have no limits when modding Rend allowing them to create new creatures, weapons, or even entirely new mechanics. As an example, one of their developers was able to create a hornet’s nest in game with entirely new functionality, all through the modding tool.” Massively Overpowered: Rend is Looking to WoW the Survival Genre “One thing that I really like hearing is their idea of Early Access: It’s a real release. It’s a product they feel should be worth your time, not investment. CEO Jeremy Wood says it is still a refining period, and that the goal is to get community feedback and reward passionate players. Fans get to play the game more than the devs, so they can understand it in different ways. That should be rewarded, but it doesn’t require years of development. Release just means the product is something borne of the devs and players working together. I’ll believe all this when I see it, but damn, do I ever want to see it!” WCCFTech: Fantasy Survival Game Rend Launches on Steam Early Access This Year “Rend is one of the next games you should be keeping an eye on. As if the playable build at [PC Gamer Weekender] wasn’t enough, the sheer volume of people, particularly children, crowding around the booth was enough proof that this game could be something special when it releases. The Minecraft-era of gamers is maturing and Rend already seems to be securing that market by introducing a combination of building, teamwork and RPG-style progression. Of course, this isn’t just a game for children, and it certainly has all the aspects that would appeal to adults too, whether you’re interested in jumping in as a team or playing solo.” GameReactor.eu: Rend Heads to Early Access in 2018 “Rend will have both PvE and PvP components, as well as player factions, RPG elements, sandbox gameplay, different win/loss conditions and “massive, culminating battle experiences the like of which have never before been witnessed in this genre”. The idea behind Rend is to join one of the three factions in the game, and then explore the world. It is a brutal place, so it is encouraged to team up with other players to fight against creatures and other factions. So player community will be key to the game’s fortunes. Co-founder and CEO of Frostkeep Studios, Jeremy Wood, had this to say about Rend: ‘We are huge fans of the survival genre and are delivering an in-game experience that the community and our own team wants to play. We value player feedback and want them involved from the very beginning so they can influence the future direction of Rend as it heads into early access this year.'” We look forward to bringing Rend to many more conventions (and countries!) as 2018 continues marching towards the game’s closed alpha, Early Access, and beyond! read the original article
  4. NewsBot

    PC Gamer Weekender Livestream Replay

    Missed our first-ever Rend livestream recorded at PC Gamer Weekender in London earlier this month? Catch the replay on PC Gamer’s YouTube channel or simply watch it embedded in this news post! If you haven’t yet, be sure to join the Rend community on Twitter, Facebook, Steam, and community-operated Discord. While you’re at it, read about our 2018 plans and sign up for the game’s alpha test! read the original article
  5. Hot on the heels of PAX South, Frostkeep Studios is heading to London to attend PC Gamer Weekender from February 17-18, 2018. The team is bringing the latest Rend demo across the pond to showcase it to press and industry partners at the event. This new version highlights updates and improvements based on initial community feedback as detailed in our recent post about Rend’s alpha phase beginning later this quarter. The Frostkeep team will also participate in a developer chat and interview on PC Gamer’s official event livestream. We’ll announce more details about our presence at the show (like the location of the Rend gameplay stations) in a few weeks. Hope to see you there! read the original article
  6. NewsBot

    Rend’s Logo Reforged

    New year, new look! Tribal identity is a key aspect of Rend as its gameplay centers around a trio of competing factions. With the game being featured at conventions starting as soon as this week, we thought it was time to unveil Rend’s new logo. Full Color: Black: Icon/Avatar: For more insight into the inspiration behind this rebranding, here is Lead Artist and Writer Nick De Spain: A lot of thought and consideration went into the creation of the new logo for Rend. Our goal was to encompass many aspects of the game and bring its essence to life without making the actual text of the logo difficult to read. Taking inspiration from Norse runes and the idea of triangles and triads (Rend is based on three warring factions), we created the logo you see today. The gold used for the logo color was intentional to represent glory and Valhalla. The dents and cuts are a nod to how brutal and dangerous the world can be. As a fun bonus, we found the logo worked well when flipped and repeated together to resemble a Norse pattern. The entire process of finding Rend‘s new logo was a fun challenge and rewarding experience. Let us know what you think about Rend’s new look on our Twitter, Facebook, Steam, and community-run Discord. If you haven’t yet, be sure to read about our 2018 plans and sign up for the game’s alpha test! read the original article
  7. NewsBot

    Frostkeep Marching on PAX South 2018

    Frostkeep Studios will be kicking off the new year in sunny San Antonio at PAX South from January 12-14, 2018. The team will be hanging out with players and presenting a new demo of Rend to industry partners, journalists, and content creators behind closed doors. The new game build includes updates and improvements based on initial community feedback as detailed in our recent post about Rend’s upcoming alpha testing. If you’re at the show, stop by and say hello to us at the Frostkeep booth (#10465) near the center of the expo hall – just look for the Rend sign hanging overhead. We’ll see you there! read the original article
  8. NewsBot

    Happy Holidays from Frostkeep Studios

    What an exciting ride 2017 has been for us! From first publicly announcing Rend and tripling the size of our development team, to moving into a new studio headquarters and transitioning Friends & Family testing into pre-alpha – it’s been a year of memorable milestones. If you haven’t read it yet, be sure to check out our latest update from the team to see what 2018 will ring in for Rend. We would also like to take this opportunity to thank everyone who participated in the Rend pre-alpha and supported us at conventions and on social media this year. You are the reason we do what we do: you are why we make video games. From our small family of gamers to yours, we wish you a safe and relaxing holiday season and look forward to seeing you in the new year! read the original article
  9. NewsBot

    Rend Alpha Begins Q1 2018

    We hope December is treating everyone well! Before we take a short pause to be with our families for the holidays we wanted to take a moment to update you on the next phase for Rend. We have been heads-down, working hard to expand the game beyond anything you’ve seen or played in the pre-alpha. Our goal with Rend has always been to present a fresh approach to gameplay in a way that transforms how players are interacting and participating in a survival game while also solving many of the pain points that can be experienced in this genre. Thanks to the initial community feedback from our pre-alpha players, we’ve introduced many additions and improvements to the game – from a bigger map (4x larger), more sandbox and RPG elements like personal base-building, a deepening of the crafting system, new creatures, game-changing items, and more. Click for wallpaper size! Our next big step will be launching the Rend alpha in the first quarter of 2018. We will initially begin with a brief round of Friends & Family testing to establish client build readiness and server stability before opening up alpha testing to our earlier pre-alpha players who will have immediate access. We will increase the tester pool over time and as needed, adding in waves of players who previously signed up for pre-alpha (no need to re-register on the website). Our staff will continue to be available on Twitter, Facebook, and Steam as well as fan-operated channels such as Reddit and Discord throughout alpha. During this major test phase, we will introduce a new restriction for players: the alpha will be under a strict media embargo prohibiting the publishing of test client screenshots, videos and streams by players. Please note this is not a non-disclosure agreement (NDA) as we will strongly encourage everyone to discuss the game and their alpha experiences with the greater Rend community. We also plan to engage our current and future content creators during alpha with initiatives such as invitation giveaways, partnerships, and more. This restriction will help our team position and maximize opportunities for the game by using Rend’s new content — including new biomes, monsters and game mechanics – for features that are timed alongside our release roadmap. Thank you for your ongoing support – we’re grateful and excited to have you with us as Rend enters the next phase of testing in the new year. Happy Holidays and Happy New Year! The Team at Frostkeep Studios read the original article
  10. The last few months have been a whirlwind (and exciting!) time here at Frostkeep. We’ve been heads down, working around the clock on new updates to Rend and are thrilled to announce four new team members to Frostkeep Studios. Please join us in welcoming the newest Frostkeepers to the team, including: Tim Truesdale, Principal Software Engineer Tim began playing and creating games on some of the first personal computers available. He started his professional career making arcade games in Chicago, focusing on engine and graphics programming. He moved on to Blizzard Entertainment where he worked on World of Warcraft and first met the Frostkeep Studios founders. At Carbine Studios he worked on Wildstar with many members of the Frostkeep team. After working at Obsidian Entertainment on Pillars of Eternity 2 and an unannounced project, Tim joins with colleagues old and new at Frostkeep to work on Rend. Tom Cassera, Senior Game Designer – @Hildogen Tom spent many of his early years attempting to conquer the world using schemes from his favorite TV shows. Despite some sweet (very) amateur yo-yo “skills”, most of these plans were unwittingly thwarted by the up and coming hero, and Tom’s now nemesis: Nick De Spain. After a particularly spectacular failure involving some cottage cheese, an armadillo, and a whole mess of sandpaper at a library, he decided to end their rivalry with mutually assured destruction through their shared weakness: a burning polar bear. With the centuries long feud over, Tom decided to pursue his love for bacon and game development. Starting his career as a programmer, he transferred to his first full-time design job as a gameplay scripter at 38 Studios. Shortly after he went to Carbine to design dungeon and raid content for Wildstar, then to Sony as a technical designer on God of War 4. Now reunited with several of his previous colleagues at Frostkeep, he contributes to their upcoming game with specialization in combat/systems design, exasperating programmers, and homemade baked goods. Loren Broach, Senior 3D Artist Growing up, Loren didn’t own any fancy console systems like the Nintendo or Sega Genesis. Instead he would boot up his dad’s work computer and play some good ol’ DOS game classics like One Must Fall, Raptor, and Jazz Jackrabbit. None of his friends knew what games he was talking about, but they were a big influence in his desire to make games himself. Loren began his game making career working as an artist for Bungie back in 2007. Since then he has helped ship 6 games from 4 companies ranging from AAA to indie. He met David Talley and Nick De Spain at Turtle Rock Studios while working on Evolve. He now works with them again and has joined the ranks of Frostkeep Studios as a props and environment modeler for Rend. Evan Berman, Community Lead – @Scapes Evan began his gamer life on an Apple IIC playing 8-bit titles before it was cool. Starting in commercial video production at Crispin Porter + Bogusky in Miami, he travelled west to follow his passion for games and player engagement. With a focus on online multiplayer titles, he has pioneered new channels for community management at Bethesda Softworks, Microsoft, Trion Worlds, En Masse Entertainment, and THQ. After 10 years of developing game audiences for international corporations and startup studios, he is excited to join industry veterans at Frostkeep Studios and introduce the world to Rend. We also have some bittersweet news to share — a departure among our ranks: Jordan Leithart, better known as JarNod to our Steam and Discord communities, will be leaving Frostkeep for greener pastures in a far-away realm outside the game industry. Our new Community Lead, Evan Berman, will continue the great work that Jordan spearheaded in engaging and growing Rend’s passionate community. We wish Jordan save journeys and the best of fortune as he enters the wild, untamed world of working in a field our parents can comprehend. Rest assured, we have much more Rend news to announce before the year is out! If you haven’t yet, be sure to follow the latest developments on our Twitter, Facebook, Steam, and community-run Discord. Keep frosty! read the original article
  11. (*Editor’s Note* When Mat and Jordan went to XPO festival, one of the things that people seemed to enjoy most was a little behind the scenes look at how our art assets are made. We asked James to write a few words with some explanations on how he does his work at Frostkeep Studios. If you have any further questions about this, please reach out to us on Twitter, Facebook, and even the Discord.) When working on Rend, textures and assets are produced employing a variety of methods, from hand painted to procedurally generated textures, using Photoshop, Zbrush and the Allegorithmic Substance suite. A node graph for a procedurally generated texture from Substance Designer. At Frostkeep Studios, we focus on aspects of the game that will have the biggest impact on the quality of the player’s experience. Instead of spending copious amounts of time creating textures for assets that players breeze by when playing, we utilize texture sheets containing common materials generally needed to make most common props in the world. A procedurally generated and hand-painted asset side by side. When we are looking to create a set of base building assets, the first thing we do is gather reference and create a new texture atlas to use on new building pieces. The texture consists of the common materials from the tier of the structures we are working on. A simple texture used for base building assets. Once we have a texture to work with, we get creative and try to come up with as many assets as we can with this texture sheet we’ve created. The 3D Studio max base-building geometry library, all utilizing the texture pictured above. Unreal shader node integrating vertex color into the texture sample. Using secondary textures and vertex coloring we can create variety in the assets through carved runes and color variations. All meshes are composed of vertices that contain an RGBA value that can be used to influence the appearance of the mesh in a variety of ways, such as tinting the color of a texture. The same asset with and without vertex coloring. Once the meshes have been created, they just have to be hooked up into the data tables, which is a lot easier now that Ron has organized them neatly for us. From there things like names, health, crafting costs, icons and other values are defined, and then the asset is implemented! A sneak peak into one of our many datatables. So there you have it. A quick peak into one of the many ways that we create art at Frostkeep Studios! read the original article
  12. NewsBot

    Drop the Base, Raise the Roof

    Howdy folks, my name is David and I’m an engineer here at Frostkeep. I’ll be giving you the lowdown on the new base building systems the team has put together over the past few months. One of the primary goals with our updates to Rend is to increase an individual player’s impact on the world. Previously, base building was restricted to the immediate vicinity around a faction’s Divinity Stone, so contributing to the construction process was limited to players who had acquired enough faction reputation to place items within the shield boundary. This led to a situation where most players never experienced our base building system, and in many ways reduced a lot of players’ sense of ownership within the faction. They hadn’t built the base, so they didn’t care about it, and the only private area they had was a small, protected stash attached to the warehouse building, which didn’t feel significant. To rectify this we’ve enhanced our base building system to allow individuals to stake out their own plot of land in the world so players can build whatever they want. We’ve also added new systems that not only make base planning and building easier, but also allow anyone in a faction to contribute to shared structures in a meaningful way. We’ve made some significant modifications to the structure components themselves, the first being the addition of full foundations. Previously we only had wall foundations and if players wanted to build an enclosed structure, they had to connect a bunch of wall foundations and place platforms on top of them to create full foundations to build on, which was a little involved and not very intuitive. We’ve also added pillars to support larger additional floors and compact stairs to get to those floors, which replace those pesky bulky ramps from before. Finally, we’ve tweaked the aesthetics of every piece, streamlining everything to work in the context of any possible structure players may want to build. In order for players to start piecing together their very own domicile, they first drop a seed into the ground, which will transform into a special foundation piece. Around the seed foundation is an invisible grid that players can place structure components within. The grid is limited in size at first, but can be upgraded later to expand the potential building zone for a player’s base. The seed is a limited-availability item and our plans for it are still under discussion. Its purpose is to limit the number of structures that any one player can erect, preventing the common occurrence that players often experience in other survival games where hundreds of half-built, abandoned player structures dot the landscape. Players will get a free seed for their first base, but subsequent seeds may be locked behind a faction reputation threshold or acquired through progression. For the construction player experience we’ve diverged quite a bit from the norm in other survival games. Instead of crafting individual base building pieces like foundations and walls and having to carry them around with you, we’re introducing a new tool called the Construction Hammer. Once equipped, players choose a material that has been researched by their faction such as wood, stone, or metal. Then the player selects a structure component, like foundations or walls. Each component requires that players have certain resources in their inventory, but assuming players have enough, they can then place that component in the grid and the required resources will automatically be consumed. The process of planning out and building a base is much quicker now, and players won’t have to worry about crafting enough walls or ceilings to complete their base. The components that get placed down in the world are what we’re calling frames, which are incomplete structure components that functionally act like normal components, but have significantly reduced health. These frames can be upgraded via our new structure upgrade system. Each component in a structure can be upgraded to that material’s next tier by depositing the required resources into it. Anyone can deposit resources and multiple deposits can be made so multiple players can provide the necessary resources to upgrade an individual component. Placing components down still requires elevated privileges, however now a few people can plan the base out, construct the framing, and then any member of the faction can harvest resources and contribute to upgrading the components in the base to complete it. We’re currently working on the user interface to support these new systems, and we can’t wait to show them off. Stay tuned for more info because we’ve got some awesome stuff in the works that we’ll be talking about before we reopen pre-alpha this winter. Quality imagery and puns provided by James. read the original article
  13. NewsBot

    Post XPO Fest

    Last week, Mat and I got to go to Tulsa, Oklahoma to show off Rend at XPO Fest. When we signed up for this originally, Rend was going to be released and we were going to have the game available to play there. Because we decided to delay release to make the game better, we sadly didn’t have a playable build there. We had lots of people stop by the booth to chat and watch Mat art Mat shows off some of the art tricks he learned over the years to one of the artists on A.N.N.E up a few models for one of our new biomes. People seemed to love learning how the sausage is made, and we were able to teach anyone who wanted to listen. We had a great time there. A few of the highlights from the trip: 1. Mat got conscripted to play in the League of Legends tournament and helped his team place 2nd! They didn’t know he used to work at Riot until he showed off every skin of every character on his account. 2. We got some concept fanart from the best fanartist ever. I wish I had gotten a picture of Ava the awesome 3 year old who came by and drew us a Unicorn! Hopefully we can get Ava’s unicorn in game at some point. 3. Mat was on a panel (To the Point: Industry Pros Discuss the Biggest Gaming Trends) about current gaming trends with some other devs and influencers at the festival. 4. We met a lot of amazing devs and players who are now super excited about Rend! A few twitch partners stopped by and couldn’t stop staring at Mat’s genius A quick update on the happenings in the office right now! Dave is working on making the combat feel much better. James has been working on weapon models (some sweet designs coming out). Nick has been concept arting some of the armor that you’ll be crafting in Rend. Solomon has been working on creature animations and helping me with UX (!!). Mat has been hard at work modeling resources for different biomes (more about these coming soon), and texturing up the biomes. Travis has been hard at work making the world and modeling some of the armor that Nick has been drawing up. Jake has been working closely with Tyler to create new talents for our class system. Ron and Tyler have been working ridiculously hard on all the other systems in the game. I’ve been working on a content plan (to have more regular blog updates) and UI (as per usual), maybe I should do another blogpost about the UI. As usual, you can find us on the community discord, Twitter, Facebook. We gearing up quickly for pre-alpha testing to start up again. So sign up! read the original article
  14. NewsBot

    2 New FKers!

    A few exciting things happened over the past few weeks that I didn’t mention before because we were getting ready for and talking about PAX. The first is that we hired two more developers at Frostkeep Studios! Don’t worry, we’ll get headshots and a new team page as soon as we get a better camera. Without further ado, here are the bios of our two new FKers! Jake Strapko Jake is known for breaking game mechanics in Rend and exploiting them to his advantage, in that order. With a lifetime of experience in competitive gaming, Jake grew up in a household where LAN parties were the norm. He competed against his brother and father in popular online games like Quake, Command: Modern Air Naval Operations and Conquer Online before eventually shifting his reserves to focus on Counter-Strike. Jake is formally trained in graphic design, product branding and apparel design, and has also ventured into competitive teams with Counter-Strike 1.5 and playing on multiple tournament teams during the Overwatch Beta where he was one of the top 500 players for Seasons 1 and 2. As one of the most active players in the Rend pre-alpha, Jake can be found streaming on Twitch and helping to build game communities. His focus at Frostkeep will be on making Rend as fair and balanced as possible. Michele Cagle Known for “making lemonade” and finding the good in everything (as Bob Ross would say, “there are no mistakes, just happy accidents”), Michele Cagle is a seasoned communications executive with nearly 20 years of gaming, corporate, entertainment and consumer products experience. Michele previously led global communications efforts at Sony Online Entertainment, Daybreak Games, THQ and Mattel, including corporate communications, brand PR, internal communications, influencer relations and events. When she’s not off saving animals or channeling her inner Bruce Lee to execute awesome campaigns, Michele can be found chasing sunsets, eating mangos, and getting salty with her family at local beaches on the mainland and in Hawaii. The next thing that happened was that we were put on Tech Raptor’s top 10 games at PAX West! This was a huge surprise and an incredible honor, especially when looking at the other games on that list (Dead Cells is sooooo good). We’re so excited to show off the game, and can’t wait to open up the pre-alpha servers again. As far as happenings around the office, I’m still plugging away at the UI rework (we’ll get another UI blog later). Tyler and Ron are working on AI and Item system design. Jake is doing some super secret work as well as focus testing and balance design. James is working on new prop items. Travis and Mat are working on making the map bigger and all the cool new biomes. David is working on some performance things regarding base building. As always we’re here answering questions from the community on Twitter, Facebook, Steam and the community Discord! Come join us! read the original article View full news
  15. NewsBot

    2 New FKers!

    A few exciting things happened over the past few weeks that I didn’t mention before because we were getting ready for and talking about PAX. The first is that we hired two more developers at Frostkeep Studios! Don’t worry, we’ll get headshots and a new team page as soon as we get a better camera. Without further ado, here are the bios of our two new FKers! Jake Strapko Jake is known for breaking game mechanics in Rend and exploiting them to his advantage, in that order. With a lifetime of experience in competitive gaming, Jake grew up in a household where LAN parties were the norm. He competed against his brother and father in popular online games like Quake, Command: Modern Air Naval Operations and Conquer Online before eventually shifting his reserves to focus on Counter-Strike. Jake is formally trained in graphic design, product branding and apparel design, and has also ventured into competitive teams with Counter-Strike 1.5 and playing on multiple tournament teams during the Overwatch Beta where he was one of the top 500 players for Seasons 1 and 2. As one of the most active players in the Rend pre-alpha, Jake can be found streaming on Twitch and helping to build game communities. His focus at Frostkeep will be on making Rend as fair and balanced as possible. Michele Cagle Known for “making lemonade” and finding the good in everything (as Bob Ross would say, “there are no mistakes, just happy accidents”), Michele Cagle is a seasoned communications executive with nearly 20 years of gaming, corporate, entertainment and consumer products experience. Michele previously led global communications efforts at Sony Online Entertainment, Daybreak Games, THQ and Mattel, including corporate communications, brand PR, internal communications, influencer relations and events. When she’s not off saving animals or channeling her inner Bruce Lee to execute awesome campaigns, Michele can be found chasing sunsets, eating mangos, and getting salty with her family at local beaches on the mainland and in Hawaii. The next thing that happened was that we were put on Tech Raptor’s top 10 games at PAX West! This was a huge surprise and an incredible honor, especially when looking at the other games on that list (Dead Cells is sooooo good). We’re so excited to show off the game, and can’t wait to open up the pre-alpha servers again. As far as happenings around the office, I’m still plugging away at the UI rework (we’ll get another UI blog later). Tyler and Ron are working on AI and Item system design. Jake is doing some super secret work as well as focus testing and balance design. James is working on new prop items. Travis and Mat are working on making the map bigger and all the cool new biomes. David is working on some performance things regarding base building. As always we’re here answering questions from the community on Twitter, Facebook, Steam and the community Discord! Come join us! read the original article
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