Ominous Development did not have a definite beginning. More, Ominous Development evolved from a group of friends with a common interest in computers, gaming and the bounds of our imaginations.
Our goal in this venture is to create games that we enjoy. We strive to leave the player not thinking "You know, if they had just added this, it would have been all the better." We're looking to be a part of the evolution that steps back from the familiar genres to make games that are fun and engrossing once again.
We believe that games are not just something to be played, but something to be played with. We are gamers. We make games for us. If you know us personally, you know that we have quite different views on many topics, but we all endeavor to create.
We've had tons of random stuff said about us, some true, some not-so-but-maybe-not-really true. No, we are not making a sheep shearing game. Yes, we were nominated for Innovation at the 2006 Independent games festival. No, we will not hire you. Yes, we've got some old interviews below. No, we don't have a press pack yet, but it’s coming. Yes, Bill Nye said we're the greatest thing since physics. No, Bill Nye didn’t actually say that, but he might if he knew we existed.
Lead Designer, Programmer
Eric spends his time antagonizing the team with cattle prods, replacing code with MSPaint drawings of cats when no one is looking, and annoying the Ominous business contacts by sending them envelopes full of baby powder. He also likes piña coladas and getting caught in the rain.
Lead Programmer, Designer
Scott loves fixing Eric's bad code, rewriting large swaths of the Ominous Engine to test bad design ideas, and tiny hats. He can often be found in Azeroth where he pines away at menial rank hoping for bigger, better and more bulbously phat lute.
Art Direrction, 3D Art, Design
Bret is responsible for most of the visual art produced by Ominous Development. He also has responsibilities in game design and level design. While not working for Ominous Development, Bret works part time as a Chippendale's dancer. He also enjoys long walks on the beach and big hands.
Art Direction, Sound & Music, Design
Chris fancies himself an expert knob twiddler. However after many ad hominem attacks from himself toward himself, he now disagrees. He also questionably states that he makes music, ungodly sound effects, and his often busiest when trying to spatially locate the voices in his head.
Here's a quick interview with Eric, Project Manager (aka guy with the whip) about SA2
Q: Will a demo be available?
Eric: A demo will probably be available at some point. We would really like to see if we can sell this game and start driving Maseratis, but we are still trying to determine the best way to do that.
Q: What have you been doing since the last IGF?
A quick interview with Scott, Lead Programmer on SA2:
Q: From a technological standpoint, what are the major differences between the original Strange Attractors and its sequel?
Scott: The biggest difference is the move from partial 3D / 2D to full 3D. Even though the game is still played on a plane, almost everything is now a 3D model instead of a bitmap. The sound system also took a large shift towards 3D over 2D Everything is based around your position as a player, thus sounds which should be heard to your left, right, etc., are now played as such. The entire engine in general has received huge upgrades across the board. Read More