Q: How is 19th-century art adapted for a modern horror game setting?
Walter Woods: The old and ancient art/sculpture I use stands as a strong contrast to the modern imagery of computers, servers, offices, etc. The art points to the universal nature of these themes. Humanity's fight against the darkness. Temptation. Evil. Redemption.
Q: How do puzzles, mythology, and horror blend together in your game design?
Walter Woods: Repetition is the enemy of horror. I try to keep the challenges and pacing varied throughout the game so there is always a new situation to deal with.
Q: How do you use sound to enhance the horror atmosphere in Dark and Deep?
Walter Woods: Since the enemies are invisible, sound is crucial for both atmosphere and gameplay. I gave each major element of the game its own unique sound signature, usually defined by an instrument or similar. Violins for one enemy... a didgeridoo for another. I found that this not only serves to be an identifier but also creates a sort of abstract dynamic soundtrack for the game at times.
Q: Are there aspects of the game that mirror your own life experiences or beliefs?
Walter Woods: All good art shares that quality. Write what you know, they say.
Q: How have player reactions shaped the development of the game?
Walter Woods: I am very feedback based. A lot of the features I have added lately, like story mode, came from watching how people play the game. Games are art, but they are design too. The product has to work, and be engaging for as many people as possible without watering down the vision.