PAX Prime Post-Mortem

Antagonist’s PAX Prime Post-Mortem!

Hello, darlings and lovelies!

This year, for the first time, three of us at Antagonist packed our bags and flew in the big metal seagull to Seattle to show our game at PAX Prime. That is very cool, of course, but we were also on the Indie MEGABOOTH, which is arguably the best place to be at the show. As usual after these things, we thought it might be useful and interesting to do a quick post-mortem of our trip so others can learn from our mistakes and successes. So, purely for Yoast’s SEO; here’s our PAX Prime post-mortem! Read more


Through the Woods is on the Indie MEGABOOTH at PAX Prime

Through the Woods is on the Indie MEGABOOTH at PAX Prime

Hello friends, strangers and everyone in between!

We thought we’d let you know that Antagonist are going to be at the awesome PAX Prime in Seattle between the 28th and 31st of August. Not only that, but we will be on the Indie MEGABOOTH! Read more


Help Us Win a Trip to Gamescom!

Hello, you delicious and faithful beauties and beasts!

This is pretty much our first proper blog since our Kickstarter ended! It’s been super busy here in the office these past few weeks!

So, what have we been up to in the month since our funding? Well, the more sensible question would be, what haven’t we been up to? We’re smashing through the whiteboxes of the stages of the game, we’ve designed three awesome new enemies that are now sitting in the forest, made a great start on the in-game music, been on NRK, Norway’s national TV station discussing female leads in games, created crows and a bird behaviour system and a.i. systems for one of the creatures and started incorporating stealth mechanics so you can finally sneak past some enemies. There has also been a massive graphics overhaul with the help of our fully custom textures, SpeedTree, the Substance series, new custom assets, Sonic Ether’s ambient occlusion, and a beautiful, brand new, fully custom water shader. Phew! That’s a lot of stuff in one month. Read more


Life After GDC

So, we are back from GDC. We’ve recovered from the jet lag, have swam through the oceans of business cards, sorting the useless from the useful, and have arrived safely at the other side.
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Things We Learned at GDC 2015


GDC San Francisco was fantastic this year, but now we have returned home to Norway in the giant metal Flappy Bird and are slowly recovering from the jet lag. We thought it would be interesting to write a quick post-mortem about our time at the show, the things we did well and the things we could have done better. If any other developers find this useful or if first-time GDC goers can glean anything from our experience, all the better.

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