A Present and Thanks from DoubleBear

DoubleBear has a lot of things to be thankful for this year. We’ve been working on a project we’re really excited to be making, we’ve got some really great people building our game, and most of all we’ve had a great response from fans and the press to our announcement of our zombie RPG. We’ve still got a long way to go until we launch the game – there’s going to be headaches and hurdles and, I don’t know, maybe something or someone will be set on fire in the process. However, at the start of last year, where once there was no DoubleBear or even the twinkle of a game in our eyes, there is now something starting to take form. There are a lot of people to thank for our progress. First, we’d like to thank the fans, and offer you an early present from us at DoubleBear. In the spirit of ruining Christmas (or holiday of your choice), we’re proud to give you a sneak peek at what’s in the box – a teaser of one of many screenshots coming your way next year. Behold!

Isn’t that pretty? I’d like to personally thank Oscar, our Lead Artist, for making this look amazing, but I would also encourage people to flatter him on our forum. Without the considerable talents of Oscar, Nick, Vince and the rest of the Iron Tower and ZRPG crew, we wouldn’t even be close to where we are now. Thanks to everyone involved and to everyone who has offered us words of encouragement. It’s a whole lot easier to make a game when we know that people are restlessly waiting for it.
From all of us at DoubleBear, have a great holiday and we look forward to bringing you more information and screens of our game in 2010.


Wow, looks great! Much better than I had hoped! I understand the visuals are still being worked on, so here are some suggestions:
- a bit too clean and tidy, create a little mess
- atmosphere is key, and the key to the atmosphere is lighting. It doesn’t have to be realistic, but ominous and moody. A single lamp that has fallen off a desk can create some dramatic shadows, which contribute a lot to said atmosphere. Use lights of different color than just white, maybe orange, slightly green, blue..
- Resident Evil games had some really nice environments which your artist can get inspiration from
http://www.mobygames.com/images/i/43/22/241172.jpeg
http://www.mobygames.com/images/i/05/41/943941.jpeg
http://www.mobygames.com/images/i/41/27/343727.png
http://www.mobygames.com/images/i/38/40/115090.jpeg
http://www.29soft.com/pcgameimage/Resident_Evil_3/screenshot2.jpg
Great work!
I like the shadows ^_^
Oh my fucking god.
So that’s how it’s gonna look like? I mean, engine will be giving us something smooth and clear picture like this? If it will be so, then it must be the most beautiful isometric (not only rpg) game ever, amirite?
Of course it’s evident that it’s just a testing of the engine, not the final stage of a map. Or, who knows, there will be pre-story of the whole apocalypse? :3
That’s what i could wait from Brian Mitsode and his crew, fucking awesome.
I appologise for my Engrish.
Good volumetric lighting and I particularly like the books on the shelves (ie: not a “skin” wall paper, but actual 3D books). Fantastic work DB! I simply CANNOT WAIT to see how this game shapes up.
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