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Thursday, September 19, 2024
HomeMost wantedLuke Dodds' passion for horror drives the development of Nowhere

Luke Dodds’ passion for horror drives the development of Nowhere

The upcoming game Nowhere is a Nordic-inspired survival horror detective that draws players into an immersive world of eerie Scandinavian forests and a meticulously crafted narrative that builds tension rather than relying on traditional jump scares. “I’ve always been a big horror fan, whether it was books, shows, movies, or games, so I think that really comes across in the work that I do and what I enjoy,” says Luke Dodds, Director and solo developer at studio Midnight Forge

The choice of setting for Nowhere was a deliberate departure from more conventional horror environments. Originally, Dodds considered a medieval backdrop, but the allure of the Nordic landscape proved irresistible. “Something about the Nordic setting just really spoke to me,” he explains. This shift in direction allowed Dodds to explore new storytelling possibilities that are deeply rooted in the rich mythological and cultural tapestry of Scandinavia. The game’s narrative promises to deliver a slow-building sense of dread, enhanced by the isolation and mystery of the Norwegian wilderness, where players will constantly feel like they are being watched.

Midnight Forge, founded in April of last year, has seen Dodds transition from a supporting role in other studios to taking the reins of his own project. Initially working as a Programmer and Tester on various horror titles, Dodds honed his skills while contributing to other games, such as Dark Fracture by Twisted II Studio. “I am currently funding the game by doing game development services and game testing services for other game studios,” says Dodds, reflecting on his journey. Now based in Leamington Spa, UK, Dodds is the sole developer at Midnight Forge, though he is considering expanding his team. “I’m debating hiring an environment artist and sound designer soon to help on Nowhere,” he reveals.

Slight Imperfection

One of the features Dodds is most proud of in Nowhere is the Draugr, a creature inspired by Norse mythology but brought to life through his unique vision. “From a distance, they may pass as a regular person lost in the woods,” he describes. “But when you get closer, you notice a slight imperfection or glint in their eye that betrays their true malicious nature.” This attention to detail in creature design reflects Dodds’ commitment to creating a horror experience that is as much about psychological tension as it is about physical threat.

Visually, Nowhere distinguishes itself from other horror games through its art style. Dodds intentionally avoided the typical pitch-black settings that dominate the genre. “I knew I was going a bit otherworldly with Nowhere, so I wanted to put a spin on the art style and really help it stand out,” he explains. “As someone who grew up on great survival horror games, Silent Hill was definitely an inspiration for the creepy atmospheres, quickly shifting between an eerily beautiful forest  to a red waking nightmare.”

Collaborative approach

The creative process for Dodds involves immersing himself in various forms of horror media, which he finds both inspiring and instructive. “I like to keep my community in the loop as often as possible, discussing things about the game with them and getting feedback on some ideas,” he notes. This collaborative approach strengthens the connection between Dodds and his audience, an aspect he believes is crucial for indie developers. “The biggest lesson I’ve learned so far is that you have to connect with your community as early as possible,” Dodds advises. His partnership with Strange Signals, a video game PR team, is part of this strategy, ensuring that Nowhere reaches a broad audience before its release.

For Dodds, the journey is as much about creating a game as it is about sharing a story with those who love horror as much as he does. “Just don’t leave marketing until the last minute,” he reminds fellow developers. “The more people you interact with, the more likely your game is going to be looked at.”

Play the demo of Nowhere on August 15.

Eric Bartelson
Eric Bartelson
Editor-in-Chief of PreMortem.Games. Veteran game journalist for over 20 years. Started out in 1999 for game magazines (yes the ones made of paper) such as PC Zone Benelux, PlayNation and GameQuest, before co-founding Dutch industry paper Control Magazine.
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