
About me

Game Design
Now that you know me a little, let's get to the story... In January 2022, I founded FireRing Studio, a survival horror game studio for PC and consoles, and I started developing the game that is now called “Deadly Rain”, and is already published on Steam. When I first thought of “Deadly Rain”, I hadn’t imagined it as a wave-based survival horror game set in an abandoned village, but rather as: “A hardcore first-person survival horror game where a shipwreck leaves you alone in a toxic, abandoned archipelago filled with dark mysteries, dangerous beings, and toxic rain. Now to escape, you will need to learn how to kill, run and hide yourself.” - Story, Level Design and Enemies - Deadly Rain (Devlog #2) The initial idea for the game also considered features such as: stealth gameplay and collectible documents that would tell the story of the game, inspired by “Outlast”. However, I discarded many ideas to reduce the scope of the project.
Development

Level Design
From the moment the previous video was recorded until today, I worked hard to improve the game experience, and among the features that I changed the most throughout the game's development, the level design was without a doubt the one I changed the most, I redid it 4 times until I reached the final result that is in the game today. See below the images of one of the discarded maps:

History
Soon after finishing the level design, I rewrote the game's story taking inspiration from the Soviet regime, with the aim of simply contextualizing the game and leaving room for the players' imagination, which could be deepened in future games and comics from the same universe.First Person Shooter (FPS)
I consider the FPS mechanics of “Deadly Rain” (with more than 13 different weapons) one of the strong points of the game. I'm proud of how well it was done, because I dedicated many weeks developing it, and it will certainly be reused in future games from the studio. To develop it I was inspired by “Call of Duty”, I had to play the game several times during development to feel how it should be done.Enemies and Artificial Intelligence (AI)


Audio
As you already know, I consider the audio in one very important horror game, so during the development process of “Deadly Rain” I made a point of studying audio for games in depth, and implemented the audio in the game using FMOD, a powerful audio middleware. I'm so grateful to have learned about game audio from Thiago Adamo, a great professional in this field. I was also very lucky to sign a contract with Lincoln Davis, an excellent composer who composed the entire soundtrack for “Deadly Rain”, which is now available on Spotify and other music streaming services.Assets
If you have ever explored the Unity Asset Store, you may have already recognized the assets I used in “Deadly Rain”, yes, I bought them ready-made, but I assure you that the game is not an asset flip, but rather a unique wave-based survival horror experience. But you might wonder… “Why did you buy ready-made assets?”, and my answer is: Have you seen how much it costs to hire a good realistic 3D artist? Sorry, but I don't have that much money hahaha.End?
“Deadly Rain” was released on Steam October 6, 2023, but I didn't develop it to be the first and last game of the FireRing Studio, but to be a fundamental piece for the development of the studio's future games and partnerships.Credits
- Gabriel Jacintho, Game Developer and founder of FireRing Studio
- Lincoln Davis, Composer
- Widya, Graphic Designer
- Shakib, Graphic Designer
- Shirleyici, Simplified Chinese Translator
- Anastasia, Russian Translator
- Emerson Garcia, Spanish Translator