
Hypertension is a psychological first-person shooter by my team Isotope Softworks and being published by Goat Store Publishing, LLC, for the Sega Dreamcast and PC. They are also publishing a game I am producing called SLaVE, using the same engine I maintain and program for (3DGE).
It was based on Blood and actually started its life as a remake project in 2008. The game has gone through a dozen rewrites since its inception, each time moving further from Blood, until we are where we are at now.
Take a look at the original 2008 trailer that debuted on Joystiq, etc.
All of the publicity we received, negative or positive (even Game Informer covered it) led to a publishing deal for the game.
(This trailer was released by Diehard GameFAN.)
But two years later we were burned out by it (and Atari seizing the game too hampered our efforts) and decided to start fresh with a different project called SCOURGE. That happened in 2011. That project was going great until we were ordered to halt and move back to Hypertension by GSP (no deal with Atari went through as expected). Since 2013 we have been reworking the project and it's now completely original, only related to the previous version by program code left in from so long ago, and all of the levels (which we were allowed to keep since they were original designs).
We were flown to the Midwest Gaming Classic to show off the project early in the year (I did not attend because my flight got delayed past the point of the presentation, so that's why my team member is so nervous and holds a clipboard in the video). The game, at the time, was chosen at the last minute because of technical problems we were having with SCOURGE. As such, the MGC trailer looks very rushed/incomplete and still has Blood placeholder content in it, but it was clear we were moving to replace everything (storyline, characters, enemies, etc). It was received well but people were still a bit confused since we halted the project for so long, and brought it back with almost no explanation.
2014 Midwest Gaming Classic trailer from earlier this year
So, present day...I just released a new teaser trailer to our fanbase showing off some of the stuff we've been working on, which is what I'm going to show below. The game has been in development since 2008 (that's 6 years) and has come a long way since the early days, but this is what it looks like now. I'd love to hear constructive comments about it. But keep in mind that this is only a small fraction of the game, most of it hearkens back to the DOOM run-and-gun format.
Newest Development Build [section preview]
My team and I are working hard to get it finished by next year, also, David Firth (who created Salad Fingers) gave us his explicit permission to include SF after playing the publisher demo of Hypertension in 2012, and he's designing the section of the game where he will be most prominently featured in (and doing all of the voice work). You play as a mentally scarred woman who watches her lover get murdered, and goes into a deep depression while battling demons from her past (and the present, stopping an occult leader). The game deals with depression, loss, love, worthlessness, among other themes. It's directly based on my own life experiences (which, suffice to say, is why I'm currently depressed). We have a script being written by a former Ubisoft designer and I'm writing the screenplay. We have 3d modelers and animators (sometimes using the Kinect for Mo-Cap), the cutscenes will be pre-rendered, and we have a few really good voice actors. The engine is receiving an overhaul (which is why there is new 3DGE builds coming out with modern features) to reflect this.
You guys are also free to check out the Corbachu Youtube channel to look at various builds of the game through the years (we even planned to have live-action cutscenes which are shown a few times in the trailers).
The main reason why I'm posting this here is to inquire if anyone is willing to sign on with our team and create some levels for the game. We currently have 2 level designers, but they aren't advanced as our previous mapper (who designed the previous levels, left the team in 2010) and would take them far too long to get this game completed by next year. So, we are hiring for some architects. As expected, it uses my 3DGE engine and only works in the EDGE map format. Basically it works like you get a small concept from an artist, gets fleshed out, inserted in the script, changed for cut-scene interaction/etc.
If you do sign on, you will be paid for the position (in forms of small bonuses as our donation rounds go through, and a raw slice of what we make after the game ships). This will be backed and verified by Goat Store Publishing, so it's completely legitimate. Though, you'd be bound by a NDA.
We use SVN for transferring the game data back and forth, a Google Drive account for asset storage, and OoVoo+Skype for when we need face-to-face. We are currently expected to release the game December 2015, so that gives us a good amount of time to tie everything together.
If you are interested or have any questions, please don't hesitate to ask! Other general help we could use would be graphic designers, making the HUD and other stuff throughout the game.
Newest video, still using older assets.
