Making the demo, part two

Welcome to the second part of Making the Demo. This time we will elaborate on some things we’ve talked about in the first part of this series, and also introduce some new ones. Last time we…
Welcome to the second part of Making the Demo. This time we will elaborate on some things we’ve talked about in the first part of this series, and also introduce some new ones. Last time we…
Hi, welcome to the first part of a new series that will be solely about the demo! We know that you of course haven’t played the demo yet, but we have. Extensively… So in this mini-series…
Creating an adventure game like Cross of the Dutchman involves the creation of many different characters. In previous articles, we’ve demonstrated how the creation process takes place, however this article takes a more detailed view at…
Our game is set around the end of the 15th and beginning of the 16th century. Our hero Pier Gerlofs Donia himself lived approximately from 1480 to 1520. One thing we know for certain is that life…
Our previous concept art articles already showed the perspective and style that Cross of the Dutchman will feature. It is now up to the artists and designers to stick as close to the concept as possible,…
Developing a video game is a tremendous effort for a team. You have programmers, designers, artists, testers and managers all collaborating on a single project. During these often long development cycles, it is possible to lose…
Ah, finally. An article about the development of CotD! We’ve been looking forward to these articles for quite a while now, but we also know that we can only make one first impression. The main reason…
A new week, a new update! A lot has been going on the past few weeks. Not only have we launched this community website, but we also have been preparing for the next stage in the…
First ‘fresh’ item on the CotD blog. Good moment to explain what you’ll be able to find over here, and why it is definitely worth your time making us part of your daily web-routine! Well, first…