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  • Dear Esther designer Robert Briscoe joins Valve

    by 
    Danny Cowan
    Danny Cowan
    03.13.2014

    Robert Briscoe, artist and environmental designer of The Chinese Room's first-person interactive story Dear Esther, has taken on a job at Valve Software, citing a need to break away from "the solitary life" of indie development. "For the past five years, 90% of my days have been spent working alone in my rather pokey (although originally affordable) 1-bed apartment," Briscoe wrote in a recent blog post. "I think I need to be around people for a while; A lot of my energy and enthusiasm comes from being in the presence of people, sharing different ideas, methods and techniques, different views, outlooks and inspirations, and mostly by just being out of my comfort zone (which I have very much slipped into)." Dear Esther was initially developed as a Source engine mod before launching as a standalone commercial release in 2012. Briscoe was recently approved for a U.S. work visa, and will move to Seattle on March 20 before taking on an unnamed position at Valve's headquarters. Briscoe notes that his career shift will not impact development of the in-progress Unity version of Dear Esther. "The bulk of the port is done, with just some backend and scripting stuff remaining, so I should be easily able to finish things off in my spare time, plus I have the team of talented people at [The Chinese Room] to help me along the way if needed," he explains. "So things will very much carry on as normal with that." [Image: The Chinese Room]

  • Dear Esther dev ditches Source for Unity after unpleasant surprises

    by 
    Jessica Conditt
    Jessica Conditt
    02.17.2014

    For the past two months, environment artist Robert Briscoe has been working to make Dear Esther run in Unity, rather than Valve's Source Engine, and he has some pretty gifs to show for it. He's bringing the entire game to Unity, six years after it launched as a free Source engine mod and two years after it launched as a separate game, also in Source. In a blog post, Briscoe asks the question on everyone's mind, "Why would you want to port Dear Esther, a fully finished game on a solid engine, over to an entirely new engine so late after release?" Thankfully, he also answers the question, with a bit of background information: Briscoe, thechineseroom's Dan Pinchbeck and Jessica Curry, and coder Jack Morgan made the 2012 PC launch game, and then the team split to work on their own things (Amnesia, anyone?). Briscoe outsourced the Mac and Linux ports of Dear Esther to two separate teams, which have since dissolved and stopped bug-fixing those versions. Another, native Linux port, is still in beta and looks like it's staying that way. Briscoe received a "huge bill" for the middleware included in Source Engine but not covered in the original licensing deal. The team wasn't aware of the middleware or its fees before getting the bill, and it had to pay for a separate license for each platform. "It was a big hit financially, which put us at a loss in terms of the Mac and Linux ports," Briscoe says.

  • Dear Esther is looking especially sharp after being put through the Portal 2 engine

    by 
    Ben Gilbert
    Ben Gilbert
    01.18.2012

    We forgive you if you don't remember what Dear Esther is -- it's the Half-Life 2 mod turned commercial game set for release this Valentine's Day. What a perfect day for launch, as we're told the game is quite easy to fall in love with.

  • 'Dear Esther' now launching in early 2012, moved over to Portal 2 engine

    by 
    Christopher Grant
    Christopher Grant
    11.26.2011

    It's strange, isn't it? The day after we're supposed to give thanks for all the special things in life, we subject ourselves to unknown abuse all in the name of saving a buck. Let's instead give thanks for indie game projects that you won't ever find under the heel of a particularly ill-tempered Walmart shopper on this or any other Black Friday. Like Dear Esther for example, the promising Half Life 2 mod turned real boy, coming to Steam ... when exactly? The more calendrically challenged amongst you may not have realized this, but Dear Esther has already missed its proposed summer 2011 release window so you'll be glad to know it hasn't been summarily forgotten. Developer Dan Pinchbeck says the project has been successfully ported to the Portal 2 engine, and discussions with Valve indicate a release "very likely to be either the end of January or the beginning of February next year." Right alongside Episode 3, right guys? Guys? %Gallery-140285%

  • Dear Esther HL2 mod remake to be commercially released this summer

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    02.12.2011

    Selected in December as Mod DB's annual "Best Upcoming Mod," Dear Esther is actually a remake of a 2008 Half-Life 2 Source-engine mod by the same name. The original mod was developed by indie studio thechineseroom (at the University of Portsmouth, UK) and was "stumbled across" by Robert Briscoe, a former level designer at DICE who had worked on Mirror's Edge. While "far from perfect," Dear Esther had both intrigued and inspired Briscoe, he wrote in May 2009, describing it as "an interactive painting or story, told through the eyes of a dying man on a journey to try and make peace with his tormented mind." "The whole thing is enveloped in deep mystery and hidden meanings," he continued, "I had the idea of taking the groundwork for the mod and develop [sic] it into a fully fledged, production-quality product." Briscoe took his idea to the original creative director Dan Pinchbeck, who "was very enthusiastic about it, giving me his full support on the project." 21 months of steady development later and the Dear Esther remake is on track for a commercial release this summer on Steam. That's right -- Pinchbeck and Briscoe approached Valve, which was "impressed enough to grant a Source license for a full independent release," recounts today's announcement (oddly dated July 30, 2010) on the just launched dear-esther.com. "Rob was creating something so extraordinary," Pinchbeck told PC Gamer UK in the new issue (via Beefjack), "[that] it deserved a wider audience than we could give it as a mod." You can get a glimpse of Briscoe's recreation in the June 2010 test footage postead after the break. [Pictured: work-in-progress screenshot; source: Robert Briscoe's Devblog]