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Developer Diaries

The Weapons of Singularity

07/14/10, 6:42 PM

What follows describes the twists and turns our weapon system underwent during development of Singularity. The life of an original intellectual property is a difficult one, but ultimately the experience was invaluable. It gave us the opportunity to try many different approaches to FPS weapons in order to provide the players with the best possible experience while they maneuver through the world of Singularity. Early R&D Raven began dedicated R&D for  [...]

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Crank It Up

07/12/10, 6:42 PM

When you play Singularity for the first time, you may notice that parts of the game are much quieter than others. You’re hearing this because we’re working with what audio engineers call Dynamic Range, which is the difference between the loudest and quietest sound in an audio recording. We believe it is the key to delivering a powerful and memorable mix, especially for a game that depends so heavily on  [...]

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Zombies Love Devlin

07/09/10, 6:41 PM

In the beginning of the game the player is flying over the island of Katorga-12 when their helicopter crashes after being hit by what appears to be an EMP. Devlin and Renko (the player) are the only two people who survive the crash. While developing the character of Devlin, we wanted him to be someone you could rely on and build a relationship with, kind of like… a kick-ass bromance. One  [...]

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The Origin and Design of Sounds for Singularity

07/09/10, 6:40 PM

Many of the creepy sounds created for Singularity are just recordings of ordinary things that are used in effective ways. Sometimes all it takes is a little player imagination to make players feel tense. For example, under the right circumstances, even the innocent bell-like music of a child’s toy can be a fearful thing. Most sounds grew to life through signal processing, like pitching sounds down to make them bigger  [...]

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  • Studio Life
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ARCHIVES

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MORE FROM DEVELOPER DIARIES

  • 07.06.10 THE IN-WORLD GRAPHICS OF KATORGA 12
  • 07.02.10 MUTANT DESIGN AND BEHAVIOR
  • 07.02.10 ALTERNATE REALITY WEAPON DESIGNS
  • 06.29.10 THE DEFINITIVE GUIDE TO SINGULARITY MULTIPLAYER
  • 06.25.10 ARTIFICIAL INTELLIGENCE SYSTEMS
  • 06.23.10 CREATING ENVIRONMENTAL ATMOSPHERE WITH VISUAL EFFECTS
  • 06.21.10 FIRST PERSON ANIMATION
  • 06.18.10 AGE-ABLE EFFECTS CREATION
  • 06.16.10 ANIMATING AGE-ABLE OBJECTS
  • 06.14.10 YOU, ME, AND MULTIPLAYER VISUAL EFFECTS
  • 06.11.10 ENVIRONMENTAL CONCEPTS
  • 06.09.10 CREATING MULTIPLAYER MAPS FOR SINGULARITY
  • 06.07.10 CREATING CHARACTERS FOR SINGULARITY
  • 06.04.10 USER INTERFACE DESIGN
  • 06.02.10 THE WORLD OF KATORGA 12

Blog Posts

  • 05.29.13  EMPLOYEE SPOTLIGHT - ANDRE DUSETTE in BLOG POSTS: STUDIO LIFE
  • 05.23.13  CALL OF DUTY: GHOSTS in BLOG POSTS: RELEASES
  • 02.14.13  THE GAMES PEOPLE PLAY in BLOG POSTS: STUDIO LIFE
  • 08.20.12  TOUGH MUDDER 2012 in BLOG POSTS: STUDIO LIFE
  • 07.01.12  WHY WE MAKE GAMES in BLOG POSTS: STUDIO LIFE
  • 04.16.12  THE INTERN: GAME DESIGN in BLOG POSTS: STUDIO LIFE

Games

  • 11.08.11  CALL OF DUTY: MODERN WARFARE 3
  • 06.29.10  SINGULARITY
  • 08.18.09  WOLFENSTEIN
  • 05.01.09  X-MEN ORIGINS: WOLVERINE
  • 10.24.06  MARVEL: ULTIMATE ALLIANCE
  • 10.18.05  QUAKE 4

Media

  • vid  CHRIS REED INTERVIEW
  • vid  ARNIE SWEKEL INTERVIEW
  • vid  COLLECTION 1 LAUNCH - OFFICIAL CALLO
  • vid  OVERWATCH MAP - OFFICIAL CALL OF...
  • vid  UNSEEN HEROES
  • vid  OFFICIAL CALL OF DUTY®: MODERN...
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